Go back to 5e - Basic Rules.

🎲5e - D20 Tests🎲

When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: 🎲Ability Checks, 🎲Attack Rolls, and 🎲Saving Throws. They follow these steps:

  1. Roll 1d20: You always want to roll high. If the roll has 🎲Advantage or 🎲Disadvantage, you roll two d20s, but you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage.

  2. Add Modifiers: Add these modifiers to the number rolled on the d20:

    The Relevant Ability Modifier: This chapter and the rules glossary explain which ability modifiers to use for various D20 Tests.

    Your Proficiency Bonus If Relevant:. Each creature has a 🎲Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has 🎲Proficiency.

    Circumstantial Bonuses and Penalties: A class feature, a spell, or another rule might give a bonus or penalty to the die roll.

  3. Compare the Total to a Target Number: If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an 🎲Ability Check or 🎲Saving Throw is called a 🎲Difficulty Class (DC). The target number for an attack roll is called an 🎲Armor Class (AC), which appears on a character sheet or in a stat block.

Whenever an attempt is made by a creature to perform an action that has a chance of success and failure, they make a Check or a Save to determine the outcome of the attempt. The type of action the creature is attempting to perform determines whether they make a Check or a Save. When a creature makes a Check or Save, they roll a d20 and add any relevant bonuses which are determined by the type of Check or Save. Any type of d20 Roll is a Check or Save and is often called D20 Test.

Ability Checks

See 🎲Skills for more information.

An ability check tests a character’s or monster’s training and talent to overcome a challenge. The Game Master calls for an ability check when a creature attempts any action (other than an attack) that has a chance of failure. When an outcome is uncertain, it is determined by a roll of the dice.

For every ability check, the Game Master decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class (DC). The more difficult the task, the higher its DC.

To make an ability check, roll a d20 and add the relevant ability modifier. Apply any other bonuses and penalties, and then compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the challenge is overcome! Otherwise, it’s a failure.

Passive Checks

A passive check is a special kind of ability check that doesn’t involve any die rolls, instead representing any of the following circumstances:

  • The average result for a task done repeatedly or continuously, such as taking in the details of a room on first sight.
  • When a character is under no pressure and can take as long as they need, such as opening a locked chest in a safe location during downtime.
  • To determine a character’s knowledge or awareness (possibly in secret) without rolling dice, such as recalling a local culture’s legend or noticing an ambush.

To determine a character’s total for a passive check, add 10 + all the modifiers that normally apply to the check.

If the character has advantage on the check, add 5, and if they have an expertise die add 2 (1d4), 3 (1d6), 4 (1d8), 5 (1d10). If the character has disadvantage, subtract 5.

The most common use of a passive check is a passive Wisdom (Perception) check. When a character first experiences a new scene or location, the Game Master describes what they sense based on their perceptiveness. A highly perceptive character might automatically detect dangers a less perceptive character wouldn’t notice, such as hidden opponents or traps.

Contested Checks

Sometimes one creature’s efforts are directly opposed by another’s. This happens when two or more creatures are attempting the same thing but only one can succeed (trying to snatch a fallen magic ring from the floor) or when a creature’s actions are trying to prevent another from accomplishing a goal (such as when an adventurer is holding shut a trap-door while a monster is trying to force it open). In these situations the outcome is determined by contested ability checks — a contest.

Participants in the contest make ability checks appropriate to their efforts and use an ability score chosen by the Game Master. They apply bonuses and penalties, but instead of comparing the total to a DC they compare the totals of their checks. The participant with the higher check wins the contest, either succeeding at their action, or preventing the other from succeeding.

If the contest has a tied result the situation remains the same as it was before the contest —neither creature grabs the ring and the adventurer keeps the door closed.

An initiative check is a type of contested ability check to determine the order of action during an encounter.

Advantage and Disadvantage

Sometimes a circumstance grants Advantage (ADV) or Disadvantage (DISADV) on an ability check, a saving throw, or an attack roll. When that happens, you roll two D20 instead of one. For advantage, you use the higher of the two rolls. For disadvantage, you use the lower of the two rolls. When you have both advantage and disadvantage (regardless of from how many sources), they cancel each other out and you roll normally.

Working Together

Sometimes two or more characters work together to attempt a task. The character leading the effort can make an ability check with advantage, reflecting the help provided by other characters. In combat, this requires the Help action.

A character can’t attempt to help with a task that they couldn’t attempt alone. For example, trying to research a series of Draconic texts for a clue to a lost treasure is only possible if you can read the language.

A character unable to read Draconic isn’t able to help with the research. Likewise, a character can help only when two or more individuals working together would actually be productive. Some tasks (such as picking a lock) are no easier with help.

Group Checks

When all individuals in a scene are attempting the same thing as a group, such as climbing a cliff or sneaking up on an enemy camp, the Game Master calls for a Group Check. During a Group Check, everyone who is part of the task makes an ability check. The median group roll then determines the success of the task.

Saving Throws (Saves)

A saving throw (sometimes called a save) represents an attempt to resist an effect being forced upon your character such as a spell, a trap, a poison, a disease, or similar threat. You don’t normally decide to make a saving throw; you make one because you’re at risk of harm. Although you typically will not want to, you can always choose to fail a saving throw.

To make a saving throw, roll a d20 and add the appropriate ability. For example, you use your Constitution for a Constitution saving throw.

A saving throw can be modified by a situational bonus or penalty, and can be affected by advantage and disadvantage, as determined by the Game Master.

Each class gives proficiency in at least two saving throws. The sorcerer, for example, is proficient in Constitution and Charisma saving throws. Proficiency in a saving throw lets you add your proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

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.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually a successful save means that a creature suffers either no harm or reduced harm.

Check & Save Outcomes

See 🎲Checks & Saves Outcomes for more information

When a creature rolls a 20 on a d20, the Check or Save gains a Critical Success. When a creature rolls a 1 on a d20, the Check or Save suffers a Critical Failure. A Critical Success or Critical Failure can affect the outcome in different ways, as determined by the type of Check or Save being made.

Quellen

Quellen

Art: Created by Sanjaya from Noun Project