Ability Scores
Modifiers, proficiency bonus, ability checks, saving throws, and what each of the six abilities covers.
Game Rules Ability Scores
Using Ability Scores
Six abilities provide a quick description of every creature's physical and mental characteristics: Strength measures physical power, Dexterity measures agility, Constitution measures endurance, Intelligence measures reasoning and memory, Wisdom measures perception and insight, and Charisma measures force of personality. Ability scores define these qualities—a creature's assets as well as weaknesses.
The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The basic rule behind these rolls is to roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt.
Ability Scores and Modifiers
Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
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). To determine an ability modifier without consulting a 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.
| Score | Modifier | Score | Modifier |
|---|---|---|---|
| 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 |
Advantage and Disadvantage
Sometimes, abilities or spells grant you advantage or disadvantage on a d20 roll. If you have advantage, roll two d20s and use the higher result. If you have disadvantage, roll two d20s and use the lower result. Multiple instances of advantage or disadvantage don't stack; you only roll one extra d20. If a roll has both advantage and disadvantage, they cancel out, and you roll only one d20.
If you can reroll a d20 due to a feature like the halfling's Lucky trait while having advantage or disadvantage, you can only reroll one of the dice. Advantage and disadvantage typically arise from special abilities, actions, spells, or the DM's ruling based on circumstances. Inspiration can also grant advantage on checks related to your character's personality, ideals, or bonds.
Proficiency Bonus
Characters and monsters have a proficiency bonus based on their level or stat block. This bonus is added to ability checks, saving throws, and attack rolls as described in the rules. You can only add your proficiency bonus once to a single die roll or number. For instance, even if multiple rules suggest adding it to a Wisdom saving throw, you only add it once.
Sometimes, your proficiency bonus might be modified (doubled or halved) before being applied. For example, a rogue's Expertise doubles their proficiency bonus for certain skill checks. However, even if multiple circumstances suggest modifying your proficiency bonus for the same roll, you only apply the modification once. Similarly, if a feature allows you to multiply your proficiency bonus on a check where you wouldn't normally add it, you still don't add the bonus. In such cases, your proficiency bonus for that check is considered 0, and multiplying 0 results in 0. For example, if you aren't proficient in History, a feature that doubles your proficiency bonus on Intelligence (History) checks provides no benefit.
Generally, your proficiency bonus isn't multiplied for attack rolls or saving throws. If a feature or effect allows this, the same rules of applying it only once still apply.
Ability Checks
An ability check tests a character's or monster's innate talent and training to overcome a challenge. The DM calls for an ability check when an action (other than an attack) has a chance of failure, and the outcome is uncertain. For each ability check, the DM determines the relevant ability and the task's difficulty, represented by a Difficulty Class (DC). Higher DCs indicate more difficult tasks. To make an ability check, roll a d20 and add the relevant ability modifier, along with any bonuses or penalties, comparing the total to the DC. Success occurs if the total equals or exceeds the DC; otherwise, it's a failure, potentially with setbacks determined by the DM.
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Contests occur when one character's or monster's efforts directly oppose another's, such as both trying to grab the same item or one trying to prevent the other from succeeding. In a contest, both participants make appropriate ability checks, adding relevant modifiers. Instead of comparing to a DC, they compare their totals; the higher total wins. Ties result in the situation remaining unchanged.
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Skills represent specific aspects of ability scores, indicating a character's or monster's focused training. Proficiency in a skill allows adding the proficiency bonus to ability checks involving that skill. The skills associated with each ability are: Strength (Athletics), Dexterity (Acrobatics, Sleight of Hand, Stealth), Intelligence (Arcana, History, Investigation, Nature, Religion), Wisdom (Animal Handling, Insight, Medicine, Perception, Survival), and Charisma (Deception, Intimidation, Performance, Persuasion). Sometimes, the DM may call for a specific skill check (e.g., Wisdom [Perception]), or a player might ask if a skill proficiency applies. In certain situations, the DM might allow or ask for a skill check using a different ability score (e.g., Constitution [Athletics]).
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Passive Checks are ability checks that don't involve die rolls, representing average results for repeated tasks or when the DM wants a secret determination of success. A passive check total is calculated as 10 + all relevant modifiers. Advantage adds 5, and disadvantage subtracts 5 from this total.
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Working Together is when two or more characters can team up on a task. The leader (or the one with the highest ability modifier) can make the check with advantage, reflecting the others' help. In combat, this requires the Help action. A character can only help if they could attempt the task alone and if the assistance would be productive.
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Group Checks occur when a number of individuals attempt something as a group. Everyone makes the ability check, and if at least half the group succeeds, the whole group succeeds. Group checks are useful when the outcome affects the entire group.
Using Each Ability
Every task that a character or monster might attempt in the game is governed by one of six core abilities. These abilities provide a fundamental description of their physical and mental potential. This section delves into each of these abilities in detail, explaining what they represent and how they are utilized within the game's rules.
Strength measures physical power, athletic training, and the ability to exert raw physical force. Strength checks model attempts to lift, push, pull, break, or force something, or to move through a confined space using brute force. The Athletics skill covers Strength checks related to climbing, jumping, and swimming in difficult situations. Other Strength checks might involve forcing open doors, breaking free of bonds, or tipping over objects. Your Strength modifier is added to attack and damage rolls with melee weapons. Strength score determines carrying capacity, push, drag, and lift limits, which are modified by creature size. A variant rule for encumbrance imposes penalties based on carried weight exceeding five or ten times your Strength score.
Dexterity measures agility, reflexes, and balance. Dexterity checks model attempts at nimble, quick, or quiet movement, or maintaining balance. The Acrobatics skill covers staying on your feet and performing acrobatic stunts. Sleight of Hand covers manual trickery like planting or concealing objects. Stealth covers attempts to avoid detection. Other Dexterity checks might involve controlling vehicles, picking locks, disabling traps, tying knots securely, escaping bonds, playing stringed instruments, or crafting small objects. Your Dexterity modifier is added to attack and damage rolls with ranged weapons and finesse melee weapons. When hiding, your Dexterity (Stealth) check is contested by others' Wisdom (Perception). Passive Perception (10 + Wisdom modifier + bonuses/penalties) determines if a hidden creature is noticed without active searching. Armor Class can be modified by Dexterity depending on the armor worn. Initiative in combat is determined by a Dexterity check.
Constitution measures health, stamina, and vital force. Constitution checks are less common and don't have associated skills, as the represented endurance is mostly passive. However, they can model pushing beyond normal limits, such as holding breath, enduring long exertion, going without rest, food, or water, or resisting strong drinks. Your Constitution modifier contributes to your hit points, added to each Hit Die rolled. Changes in your Constitution modifier affect your hit point maximum retroactively.
Intelligence measures mental acuity, accuracy of recall, and reasoning ability. Intelligence checks involve logic, education, memory, or deduction. The Arcana skill covers knowledge of magic and related subjects. History covers knowledge of past events. Investigation involves finding clues and making deductions. Nature covers knowledge of terrain, plants, animals, and natural cycles. Religion covers knowledge of deities, rites, and religious practices. Other Intelligence checks might involve nonverbal communication, appraising items, creating disguises, forging documents, recalling lore about crafts, or winning games of skill. Wizards use Intelligence as their spellcasting ability.
Wisdom reflects attunement to the world, perceptiveness, and intuition. Wisdom checks might involve reading body language, understanding feelings, noticing environmental details, or caring for the injured. Animal Handling covers calming animals and intuiting their intentions. Insight determines true intentions. Medicine involves stabilizing the dying and diagnosing illness. Perception involves spotting or hearing things. Survival involves tracking, hunting, guiding, and identifying natural hazards. Other Wisdom checks might involve gut feelings or discerning undead. Clerics, druids, and rangers use Wisdom as their spellcasting ability. Finding hidden objects often involves a Wisdom (Perception) check, requiring the searcher to specify where they are looking.
Charisma measures the ability to interact effectively with others, including confidence and eloquence. Charisma checks arise when influencing or entertaining others, making impressions, telling lies, or navigating social situations. Deception involves concealing the truth. Intimidation involves influencing through threats. Performance involves delighting an audience. Persuasion involves influencing with tact and good nature. Other Charisma checks might involve finding useful contacts or blending into crowds. Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability.
Saving Throws
Saving throws are a crucial mechanic for determining whether your character avoids negative consequences. Think of them as your character's immediate reaction and inherent resilience against various threats. While ability checks often represent conscious, directed actions, saving throws are more about instinctive defenses and fortitude.
The ability score tied to a saving throw usually reflects the nature of the threat. For example:
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Strength saves might be used to resist being moved against your will or to avoid being restrained by powerful forces.
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Dexterity saves are common for dodging area-of-effect spells, evading traps that trigger quickly, or maintaining your balance on unstable surfaces.
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Constitution saves often represent your body's ability to fight off poisons, diseases, or the debilitating effects of exhaustion.
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Intelligence saves are rarer but could involve resisting mental intrusions or illusions that target your intellect.
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Wisdom saves are more common for resisting effects that target your willpower, such as being charmed, frightened, or having your mind controlled.
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Charisma saves might be used to resist effects that try to manipulate your personality or force you to act against your nature.
Understanding your character's saving throw proficiencies is important during character creation and gameplay. These proficiencies highlight what your character is naturally good at resisting. For instance, a sturdy fighter might be proficient in Strength and Constitution saving throws, making them harder to push around or succumb to poisons. A nimble rogue might be proficient in Dexterity and Intelligence saving throws, helping them evade traps and resist mental trickery. A wise cleric might be proficient in Wisdom and Charisma saving throws, bolstering their defenses against mind-altering effects and attempts at social manipulation.
When a harmful effect occurs, the DM will specify which type of saving throw is required and the DC you need to meet or exceed to succeed. Knowing your proficiencies and your ability modifiers for each saving throw is key to quickly determining your chances of success.