Ability Checks
Ability checks determine success when attempting tasks that have a chance of failure. Roll d20 + ability modifier + proficiency (if applicable) vs. a Difficulty Class (DC).
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How Ability Checks Work
Formula: d20 + ability modifier + proficiency bonus (if proficient)
The DM sets a Difficulty Class (DC). If your total meets or exceeds the DC, you succeed.
| DC | Difficulty |
|---|---|
| 5 | Very Easy |
| 10 | Easy |
| 15 | Medium |
| 20 | Hard |
| 25 | Very Hard |
| 30 | Nearly Impossible |
Skills and Ability Checks
Skills represent specialized training in certain types of checks:
Strength: Athletics
Dexterity: Acrobatics, Sleight of Hand, Stealth
Intelligence: Arcana, History, Investigation, Nature, Religion
Wisdom: Animal Handling, Insight, Medicine, Perception, Survival
Charisma: Deception, Intimidation, Performance, Persuasion
Proficiency: If proficient in a skill, add your proficiency bonus. Otherwise, just add the ability modifier.
Passive Checks
Formula: 10 + ability modifier + proficiency bonus (if proficient)
Passive checks represent constant awareness or competence without actively trying.
Common Uses:
- Passive Perception: Noticing hidden creatures or traps
- Passive Investigation: Spotting unusual details
- Passive Insight: Sensing lies or emotions
Modifiers:
- Advantage on the check: +5 to passive
- Disadvantage on the check: -5 to passive
Contested Checks
When two creatures oppose each other, both roll and compare totals.
Examples:
- Grappling: Athletics vs. Athletics or Acrobatics
- Hiding: Stealth vs. Perception
- Shoving: Athletics vs. Athletics or Acrobatics
- Lying: Deception vs. Insight
Ties: The situation remains unchanged (defender wins).