The Six Abilities

All creatures have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.

Ability Descriptions

AbilityScore Measures…
StrengthPhysical might
ConstitutionHealth and stamina
DexterityAgility, reflexes, and balance
IntelligenceReasoning and memory
WisdomPerceptiveness and mental fortitude
CharismaConfidence, poise, and charm

Ability Scores

Each ability has a score from 1 to 30, although Protagonists and most normal humanoids typically don't exceed a score of 20. The score represents the magnitude of an ability. These scores influence nearly every other statistic on a creature's character sheet or stat block. The Ability Scores table summarizes what the scores mean.

Ability Scores

ScoreMeaning
1This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
2–9This represents a weak capability.
10–11This represents the human average.
12–19This represents a strong capability.
20This is the highest an Protagonist’s score can go unless a feature says otherwise.
21–29This represents an extraordinary capability.
30This is the highest a score can go.

Ability Modifiers

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.   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.  

Ability Scores and Modifiers

ScoreModifierScoreModifier
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10
 

The D20 Roll

The core mechanic of the game is the d20 roll. In many cases where the outcome of an action is uncertain, you will roll a 20-sided die to determine to determine success or failure.   The three main rolls of the game—the ability check, the saving throw, and the attack roll— use the d20 roll and rely on the six ability scores.   The goal is usually to beat a target number, so you always want to roll high. For an ability check or saving throw, this target number is called a Difficulty Class (DC) while for an attack roll the target number is an Armor Class (AC). In either of these cases, you'll follow these steps:  
  • Roll a 20-sided die and add any relevant modifier (if applicable). This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus (explained later in this chapter) to reflect a character's particular skill.
  •  
  • Apply any circumstantial bonuses and penalties from class features, spell effects, special circumstances, or any other effects.
  •  
  • Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The GM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
     

Ability Checks

An ability check tests your innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when you attempt 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 for Ability Checks

Task DifficultyDC
Trivial 5
Easy 10
Moderate 15
Challenging 20
Very Challenging 25
Heroic 30
Legendary 35
Nearly Impossible 40
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—you overcome the challenge at hand. Otherwise, it's a failure, which means the you make no progress toward the objective or makes progress combined with a setback determined by the GM.  

Proficiency Bonus

You add your Proficiency Bonus to an ability check when a skill or tool proficiency is relevant to the check, and you have that proficiency. For example, if a rule refers to a Charisma (Persuasion or Intimidation) check, you can add your Proficiency Bonus if you have proficiency in the Persuasion or Intimidation skill. Skill and tool proficiencies are further explained later in this chapter.       If a Saving Throw is imposed on you (whether by a spell, class feature, or maneuver) by a creature whose Level is less than half of your own, you treat a Major Failure as a Failure.  

Cumulative Ability Checks

In most cases, when you make an ability check, there is an immediate consequence based on the check's success or failure. However, in cases where the consequences of your actions may not be seen for some time, a cumulative ability check can be used.   Instead of making a single ability check to determine success, you make a series of checks, choosing an ability relevant to the task as normal, and accumulating the results from several rolls, until a certain threshold of success is achieved. The GM sets a threshold or target number that needs to be reached as usual, this number is the Completion Difficulty (CD). The result of each roll is recorded and contributes to the overall progress towards the CD. As with a standard ability check, a more complex task has a higher CD.   A cumulative ability check may have multiple CD thresholds that yield progressively better results.   For example, William, wants learn more about vampires, specifically how to become one. He spends some time researching at a library. The GM has him roll an Intelligence (Investigation) check at the end of each day, recording each roll and revealing if William has found anything relevant to his goals. Once his cumulative total reaches 20 or more, William learns a little bit about famous vampires throughout history (uncommon but not obscure information). Once his total reaches 35 or more, William learns about a vampire's weaknesses and strengths, and at a cumulative total of 50, William finally uncovers how specifically someone becomes a vampire.

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 over 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.  

Your total for a Passive Check = 10 + all modifiers that normally apply to the check

  If you have advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a rating.   For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) rating of 14.  

Contests

Sometimes your efforts are directly opposed to another creature. This can occur when both you and the other creature are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of you is trying to prevent the other one from accomplishing a goal—for example, when a creature tries to force open a door that you are 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 participant either succeeds at the 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 creature trying to open a door and another creature trying to keep the door closed, a tie means that the door remains shut.

Saving Throws

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.  

Difficulty Class

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.   A save's 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. If you don't want to resist an effect, you can always choose to fail the save without rolling.

The Three Saves

There are three types of saving throws, which are used to resist different kinds of effects:   Fortitude saving throws to resist the effects of abilities and afflictions that can debilitate the body. Fortitude saves use your Strength and Constitution modifier added together.   Reflex saving throws to respond quickly to a situation and how deftly you can avoid effects that have been thrown at you. Reflex saves use your Dexterity and Intelligence modifier added together.   Will saving throws to resist attacks to your mind and spirit. Will saves use your Wisdom and Charisma modifier added together.   If one of your Ability Modifiers is negative, it will contribute negatively to your overall save result when the two modifiers relevant to the save are added together. A saving throw can also be modified by a situational bonus or penalty and can be affected by Advantage and Disadvantage, as determined by the GM.

Proficiency Bonus

You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save (explained later in this chapter).  

Repeat with Hope

Some debilitating effects allow you to repeat the Saving Throw against their effects after a certain duration, such as at the end of each of your turns. If the effect specifies that you repeat the save with Hope, you gain a +2 bonus to the result of your save for each repeated attempt, after the first.   For example, if you’ve been paralyzed by a caster’s Hold Person spell, which allows you to repeat the save with Hope at the end of each of your turns, you gain +2 to your next save to shake off the effect, then +4 on your subsequent attempt, and so on until the effect ends.   This bonus is doubled when attempting to overcome effects applied to you by a creature whose Level is less than half of your own. For instance, a Level 10 Gladiator attempting to resist a Level 3 Wizard’s Hold Person after failing the first time would get a +4 on the Gladiator’s second Will save, a +8 on his third save, and so on.

Attack Rolls

An attack roll determines whether your attack hits a target. An attack roll hits if the roll meets or exceeds the target's Armor Class (AC). Attack rolls mainly occur in battle, and the effects that follow a hit are described in the Combat section, later in this chapter. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.  

Ability Modifier

You add your ability modifier to attack rolls, choosing a different modifier for different types of attack rolls:   Melee Attack. Making a melee attack with a weapon or an Unarmed Strike uses your Strength modifier.   Ranged Attack. Making a ranged attack with a weapon uses your Dexterity modifier.   Spell Attack. Making a spell attack uses your Spellcasting modifier, which varies depending on the spellcaster's spellcasting feature.  

Proficiency Bonus

You add your Proficiency Bonus to your attack roll when you attack using spells, or using weapons that you have proficiency with. Weapon proficiencies are explained alongside skill and tool proficiencies later in this chapter.

Armor Class

A creature's Armor Class (AC) represents how difficult they are to hit. All creature's start by using the same basic AC calculation:   Base Armor Class (AC) = 10 + the creature's Dexterity modifier   A creature's AC can be modified by armor, spells, class features, any many other game elements. Many of these might allow you to increase your AC above your Base AC, but you can have Only One Base AC.   Some spells and class features allow you to use a different way to calculate your Base AC altogether. If you have access to multiple features that give different ways to calculate your Base AC, you must which one to use; only one base calculation can be in effect for a creature.  

Rolling 1 or 20

If the d20 roll for an attack is a 20 (called a "natural 20", indicating the highest possible roll), the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, and is further explained in the Combat section,, later in this chapter.   If the d20 roll for an attack is a 1 (a "natural 1", indicating the lowest possible roll), the attack misses regardless of any modifiers or the target's AC.

Comments

Please Login in order to comment!