Abilities: Difference between revisions

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Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.


An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}


{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}


== Ability checks ==
==Ability checks==
Ability checks are [[dice roll]]s made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20 and adds the relevant [[Ability score#Ability score modifiers|ability score modifier]] to the result on the die. They may also add their [[Proficiency bonus|proficiency bonus]], if they have a relevant proficiency. If the total result equals or exceeds a target [[Difficulty Class]] (DC), specific to the task, then the check is considered a success; otherwise it is a failure.
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}}


<div style="text-align: center;"> Formula: {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (when applicable)}}</div>
== Saving throws ==
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


In addition, a roll of 20 on the die always succeeds, and a roll of 1 on the die always fails, regardless of whether the result including modifiers meets the DC. These results are known as '''critical success''' and '''critical failure'''.{{note|This is a departure from standard tabletop D&D rules, which only use critical success and failure for [[attack roll]]s.}}
== Spellcasting ability ==
 
=== Skills ===
Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be [[Proficiency|proficient]] in.{{note|Ability checks made using skills are often referred to as ''skill checks'' by the community, although they are not referred to as such in-game.}}
 
Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.
 
{{SkillsTable}}
 
All characters gain proficiency in two skills based on their chosen [[background]] during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their [[class]].
 
Additionally, some [[races]], subclasses, and [[feats]] also give proficiency in specific skills, and [[bards]] receive the class feature [[Jack of All Trades]] at level 2, allowing them to add {{em|half}} their proficiency bonus (rounded down) to ability checks they make using skills they {{em|are not}} proficient in.
 
{{BackgroundSkillsTable}}
 
==== Expertise ====
Characters can also have expertise in a skill, which allows them to add {{em|double}} their proficiency bonus:
* [[Rogue|Rogues]] gain expertise in two skills they are proficient in at both level 1 and level 6.
* [[Bard|Bards]] gain expertise in two skills they are proficient in at both level 3 and level 10.
* [[Knowledge Domain|Knowledge Domain clerics]] gain expertise in two skills, from a choice of Arcana, History, Nature, and Religion, at level 1.
* The [[Actor]] feat gives expertise in Deception and Performance.
* [[Gnome#Rock gnomes|Rock gnomes]] have expertise in History.
 
==== Multiple sources of skill proficiency ====
Neither proficiency nor expertise stack: there's no benefit to having multiple sources of proficiency for a skill, nor is there any benefit to having both proficiency and expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill.
 
=== Common scenarios ===
==== Automatic rolls ====
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity skill.
 
==== During dialogue ====
Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]], or [[Intimidation]] to influence others, or Intelligence-based skills like [[Investigation]], [[History]], or [[Religion]] to determine or remember facts.
 
==== Contests ====
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
 
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise, it fails.
 
== Interactions with classes ==
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game.
 
Classes do however frequently have features that rely on abilities.
 
=== Saving throws ===
{{main|Saving throws}}
Each saving throw has an associated ability, and creatures can have [[proficiency]] with or [[advantage]] on saves that use a specific ability, usually granted by class and [[race]], respectively.
 
All classes give save proficiency with two abilities – when multiclassing, only the {{em|first}} class taken gives its save proficiencies – but an additional save proficiency can be gained by taking the [[Resilient]] feat.
 
=== Spellcasting ability ===
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
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Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.
== Interactions with classes ==
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.


== Overview of abilities and skills ==
== Overview of abilities and skills ==
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Charisma represents a creature's ability to exert their will when interacting with others.
Charisma represents a creature's ability to exert their will when interacting with others.


Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbadians, bards, paladins, sorcerers and warlocks.
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.


==== Charisma checks ====
==== Charisma checks ====
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; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others.
; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others.
; Persuasion : Persuasion is used when attempting to negotiate with or convince others.
; Persuasion : Persuasion is used when attempting to negotiate with or convince others.
==== Charisma saves ====
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]].


== Improving or reducing ability scores ==
== Improving or reducing ability scores ==
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