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The DM is usually the one who determines and the monster statistics in the adventure book show target numbers and tells players whether their ability monsters' proficiencies. If you have proficiency in a skill, checks, attack rolls, and saving throws succeed or fail. Attack rolls are described in chapter 2. You never add your proficiency bonus more than Sometimes a special ability or spell tells you that you once to the same d20 roll.
When that happens, you roll a second d20 when you make the roll.
For example, if directly opposed to another's. This can occur when both you have disadvantage and roll a 17 and a 5, you use the 5. This situation also applies If multiple situations affect a roll and each one grants when one of them is trying to prevent the other one from advantage or imposes disadvantage on it, you don't roll accomplishing a goalfor example, when a monster tries more than one additional d If two favorable situations to force open a door that an adventurer is holding closed.
If circumstances cause a roll to have both advantage Both participants in a contest make ability checks and disadvantage, you are considered to have neither of appropriate to their efforts. They apply all appropriate them, and you roll one d This is true even if multiple bonuses and penalties, but instead of comparing the total circumstances impose disadvantage and only one grants to a DC, they compare the totals of their two checks. In such a situation, you have The participant with the higher check total wins the neither advantage nor disadvantage.
That character or monster either succeeds at the When you have advantage or disadvantage and action or prevents the other one from succeeding.
Thus, one contestant You choose which one. For example, if a haifling has might win the contest by default.
If two characters tie in advantage on an ability check and rolls a 1 and a 13, the a contest to snatch a ring off the floor, neither character halfling could use the Lucky trait to reroll the 1.
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. SKILLS The DM calls for an ability check when a character or Each ability covers a broad range of capabilities, monster attempts an action other than an attack that has including skills that a character can be proficient in.
A a chance of failure.
A character might make a Strength skill represents a specific aspect of an ability score, and a check to force open a door, an Intelligence check to make character's proficiency in a skill demonstrates a focus on sense of clues, or a Wisdom check to notice goblins lying that aspect. When the outcome is uncertain, A Dexterity check might, for example, reflect a the dice determine the results.
Each of these aspects of appropriate ability modifier. You use your Strength Dexterity has an associated skill: Acrobatics, Sleight of modifier for a Strength check, for example.
Hand, and Stealth, respectively. So a character who has If the total equals or exceeds the DC, the ability check is proficiency in the Stealth skill is particularly good at a success. Otherwise, the check is a failure, which means Dexterity checks related to sneaking and hiding. Until DM if proficiency in a particular skill applies to a check. Without proficiency in the skill, the character make noise such as shouting a warning or knocking over a makes a normal ability check.
An invisible creature can't For example, if a character attempts to climb up a be seen, so it can always try to hide. Signs of its passage might dangerous cliff, the Dungeon Master might ask for a still be noticed, however, and it still has to stay quiet. Strength Athletics check. If the character is proficient in Passive Perception.
When you hide, there's a chance someone Athletics, the character's proficiency bonus is added to the will notice you even if they aren't searching. To determine Strength check. If the character lacks that proficiency, he whether such a creature notices you, the DM compares your or she just makes a Strength check.
If the creature has advantage, add S. For disadvantage, subtract S. Strength measures bodily power, athletic training, and For example, if a 1 st-level character with a proficiency bonus the extent to which you can exert raw physical force. One of the main factors in determining to otherwise apply brute force to a situation.
The Athletics whether you can find a hidden creature or object is how well you skill reflects aptitude in certain kinds of Strength checks. In a lightly obscured areasuch as dim light, patchy fog, or Athletics. Your Strength Athletics check covers moderate foliagecreatures have disadvantage on Wisdom difficult situations you encounter while climbing, jumping, Perception checks that rely on sight.
In a heavily obscured or swimming. Examples include the following activities: areasuch as darkness, opaque fog, or dense foliagevision You attempt to climb a sheer or slippery cliff, avoid is blocked, effectively imposing the blinded condition, as hazards while scaling a wall, or cling to a surface while explained in the appendix.
IF You try to jump an unusually long distance or pull off a stunt midjump. Or Constitution checks are uncommon, and no skills apply another creature tries to push or pull you underwater or to Constitution checks, because the endurance this otherwise interfere with your swimming. A Constitution check can model your attempt to push beyond Dexterity measures physical agility, reflexes, and balance.
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing.
An Intelligence check comes Acrobatics.
Your Dexterity Acrobatics check covers into play when you need to draw on logic, education, your attempt to stay on your feet in a tricky situation, such memory, or deductive reasoning. The Arcana, History, as when you're trying to run across a sheet of ice, balance Investigation, Nature, and Religion skills reflect aptitude on a tightrope, or stay upright on a rocking ship's deck. Your Intelligence Arcana check measures your to see if you can perform acrobatic stunts, including dives, ability to recall lore about spells, magic items, eldritch rolls, somersaults, and flips.
Whenever you attempt an act of the inhabitants of those planes. Your Intelligence History check measures something on someone else or concealing an object on your ability to recall lore about historical events, legendary your person, make a Dexterity Sleight of Hand check. When you look around for clues and another person or slip something out of another person's pocket.
Make a Dexterity Stealth check when you Intelligence Investigation check. You might deduce the attempt to conceal yourself from enemies, slink past location of a hidden object, discern from the appearance guards, slip away without being noticed, or sneak up on of a wound what kind of weapon dealt it, or determine the someone without being seen or heard. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence Investigation check.
Your Intelligence Nature check measures your Intimidation. When you attempt to influence someone ability to recall lore about terrain, plants and animals, the through overt threats, hostile actions, and physical weather, and natural cycles.
Your Intelligence Religion check measures Intimidation check. Examples include trying to pry your ability to recall lore about deities, rites and prayers, information out of a prisoner, convincing street thugs religious hierarchies, holy symbols, and the practices to back down from a confrontation, or using the edge of of secret cults. Your Charisma Performance check determines how well you can delight an audience with Wisdom reflects how attuned you are to the world around you, representing perceptiveness and intuition.
A Wisdom music, dance, acting, storytelling, or some other form of check might reflect an effort to read body language, entertainment. When you attempt to influence someone or environment, or care for an injured person. The Animal a group of people with tact, social graces, or good nature, Handling, Insight, Medicine, Perception, and Survival the DM might ask you to make a Charisma Persuasion skills reflect aptitude in certain kinds of Wisdom checks.
Typically, you use persuasion when acting in good Animal Handling. When there is any question whether faith, to foster friendships, make cordial requests, or you can calm down a domesticated animal, keep a mount exhibit proper etiquette. Examples of persuading others from getting spooked, or intuit an animal's intentions, the include convincing a chamberlain to let your party see DM might call for a Wisdom Animal Handling check.
You the king, negotiating peace between warring tribes, or also make a Wisdom Animal Handling check to control inspiring a crowd of townsfolk. Your Wisdom Insight check decides whether SAVING THROWS you can determine the true intentions of a creature, such A saving throw, or save, represents an attempt to resist as when searching out a lie or predicting someone's or avoid a spell, a trap, a poison, a disease, or a similar next move.
Doing so involves gleaning clues from body threat. You don't normally decide to make a saving throw; language, speech habits, and changes in mannerisms. To make a saving throw, roll a d20 and add the Perception. Your Wisdom Perception check lets you appropriate ability modifier. For example, you use your spot, hear, or otherwise detect the presence of something. Dexterity modifier for a Dexterity saving throw.
It measures your general awareness of your surroundings A saving throw can be modified by a situational and the keenness of your senses. For example, you might bonus or penalty and can be affected by advantage and try to hear a conversation through a closed door, eavesdrop disadvantage, as determined by the DM.
Or you might try to spot things that are proficiencies. As with skill proficiencies, proficiency in a obscured or easy to miss, whether they are ores lying in saving throw lets a character add his or her proficiency bonus ambush on a road, thugs hiding in the shadows of an alley, to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The DM might ask you to make a Wisdom The Difficulty Class for a saving throw is determined Survival check to follow tracks, hunt wild game, guide by the effect that causes it.
When a spell allows a saving your group through frozen wastelands, identify signs throw, for instance, the DC for that save is determined by that owlbears live nearby, predict the weather, or avoid the caster's spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that forces the save. It includes such factors as confidence and eloquence. The Deception, Wisdom Perception check.
Such a check can be used to find Intimidation, Performance, and Persuasion skills reflect hidden details or other information and clues that you might aptitude in certain kinds of Charisma checks. Your Charisma Deception check In most cases, you need to describe where you are looking in order for the DM to determine your chance of success.
For determines whether you can convincingly hide the truth, example, a key is hidden beneath a set of folded clothes in the either verbally or through your actions. This deception can top drawer of a bureau. If you tell the DM that you pace around encompass everything from misleading others through the room, looking at the walls and furniture for clues, you ambiguity to telling outright lies. Typical situations include have no chance of finding the key, regardless of your Wisdom trying to fast-talk a guard, con a merchant, earn money Perception check result.
You would have to specify that you through gambling, pass yourself off in a disguise, dull were opening the drawers or searching the bureau in order to someone's suspicions with false assurances, or maintain a have any chance of success.
This chapter provides the rules you need for such combat. The rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each C' p other player controls an adventurer.
You decide whether to move first or speilcasting. The game organizes the chaos of combat take your action first. Your speedsometimes called your into a cycle of rounds and turns. A round represents walking speedis noted on your character sheet. During a round, each The most common actions you can take are described participant in a battle takes a turn.
The order of turns is determined at the beginning of a Many class features and other abilities provide additional combat encounter, when everyone rolls initiative.
Once options for your action. You can forgo moving, taking an action, or doing anything at all on your turn. Determine surprise.
The DM determines whether anyone as described in "Actions in Combat. Establish positions. Given the adventurers' marching Various class features, spells, and other abilities let you order or their stated positions in the room or other location, take an additional action on your turn called a bonus the DM figures out where the adversaries arehow far away action.
The Cunning Action feature, for example, allows a and in what direction. You can take a bonus action 3. Roll initiative. Everyone involved rolls initiative, determining only when a special ability, spell, or other feature of the the order of combatants' turns. You 4. Take turns. Each participant in the battle takes a turn in initiative order.
When everyone involved in the combat You can take only one bonus action on your turn, so you has had a turn, the round ends. Repeat step 4 until the must choose which bonus action to use when you have lighting stops.
You choose when to take the bonus action during the P. If neither Your turn can include a variety of flourishes that require side tries to be stealthy, they automatically notice each neither your action nor your move. Otherwise, the DM compares the Dexterity Stealth You can communicate however you are able, through checks of anyone hiding with the passive Wisdom brief utterances and gestures, as you take your turn.
Perception score of each creature on the opposing side. You can also interact with one object or feature of the Any character or monster that doesn't notice a threat is environment for free, during either your move or your surprised at the start of the encounter.
For example, you could open a door during your If you're surprised, you can't move or take an action on move as you stride toward a foe, or you could draw your your first turn of the combat, and you can't take a reaction weapon as part of the same action you use to attack. A member of a group can be surprised If you want to interact with a second object, you need even if the other members aren't.
Initiative determines the order of turns during combat. The DM might require you to use an action for any of When combat starts, every participant makes a Dexterity these activities when it needs special care or when it check to determine their place in the initiative order.
The presents an unusual obstacle. For instance, the DM DM makes one roll for an entire group of identical creatures, could reasonably expect you to use an action to open a so each member of the group acts at the same time. This is the order called the initiative order Certain special abilities, spells, and situations allow you in which they act during each round.
The initiative order to take a special action called a reaction. A reaction is remains the same from round to round. The opportunity DM-controlled creatures, and the players decide the order attack, described later in this chapter, is the most common among their tied characters. The DM can decide the order type of reaction. You can take only one reaction per round.
When you Optionally, the DM can have the tied characters and take a reaction, you can't take another one until the monsters each roll a d20 to determine the order, highest start of your next turn.
If the reaction interrupts another roll going first. On your turn, you can move a distance up to from your class or a special feature, or an action that your speed. You can use as much or as little of your speed you improvise. When you describe an action not detailed as you like on your turn, following the rules here. Your elsewhere in the rules, the DM tells you whether that move can include jumping, climbing, and swimming, as action is possible and what kind of roll you need to make, described in chapter 3.