Ability Checks and Saving Throws

## Ability Checks

Ability checks are used to determine the success or failure of a character's action when there is a chance of uncertainty or risk. A player will describe what their character is attempting to do, and the GM will decide which ability score is most relevant to the action. The player will then roll a 20-sided die (d20), adding any relevant modifiers from their **character sheet** including proficiency bonuses, and the GM will compare the result to a difficulty class (DC) set for the action. If the roll equals or exceeds the DC, the action is successful. If the roll is lower than the DC, the action fails. Ability checks are used in a variety of situations, such as when trying to persuade an NPC, searching for hidden objects, or sneaking past enemies. They add an element of chance and risk to the game, making it more exciting and unpredictable.

There are 5 basic abilities (STR, DEX, INT, WIS and CHA) and 18 types of checks determined by a corresponding ability. To determine success or failure of an attempted action the player rolls a d20 then adds the corresponding ability modifier, that their character has, for the type of check requested by the GM.

**Strength (STR)**

* *Athletics*

**Dexterity (DEX)**

* *Acrobatics*
* *Sleight of Hand*
* *Stealth*

**Intelligence (INT)**

* *Arcana*
* *History*
* *Investigation*
* *Nature*
* *Religion*

**Wisdom (WIS)**

* *Animal Handling*
* *Insight*
* *Medicine*
* *Perception*
* *Survival*

**Charisma (CHA)**

* *Deception*
* *Intimidation*
* *Performance*
* *Persuasion*

### Ability Modifiers

Ability modifiers are calculated from a character's ability scores. Each ability score has an associated ability modifier that is used to determine the character's bonuses or penalties when making ability checks, attack rolls, or saving throws that use that ability.

The formula to calculate an ability modifier is as follows:

Ability Modifier = (Ability Score - 10) / 2 (rounded down)

For example, if a character has a Strength score of 18, their Strength modifier would be calculated as follows:

(18 - 10) / 2 = 4

So the character would have a Strength modifier of +4, which would be added to any relevant rolls made using that ability.

Or if a character has a Dexterity score of 8, their Dexterity modifier would be calculated the same way:

(8 - 10) / 2 = -1

So the character would have a Dexterity modifier of -1, which would be subtracted from any relevant rolls made using that ability.

It's important to note that ability modifiers can also be affected by other factors, such as magic items, spells, and class abilities. These can increase or decrease the character's ability modifier, but the basic calculation is always based on the character's ability scores.

## Proficiency

Proficiency represents a character's skill or expertise in a particular area. When a character is proficient in a skill or tool, they have a bonus to their ability checks related to that skill or tool.

The proficiency bonus starts at +2 at level 1 and increases as the character gains levels, up to a maximum of +6 at level 20(+1 at levels 5, 10, 15 and 20). The proficiency bonus is added to the relevant ability modifier to determine the total bonus to the ability check.

For example, if a character is proficient in Stealth and has a Dexterity modifier of +3, their total bonus to a Stealth check would be their proficiency bonus plus their Dexterity modifier.

In addition to skills and tools, characters can also be proficient in saving throws and weapons. When a character is proficient in a saving throw, they have advantage on the roll. When a character is proficient in a weapon, they add their proficiency bonus to the attack roll.

The level of proficiency is determined during character creation and can be modified throughout the game through the use of spells, abilities, and other means. Proficiency is an important factor in determining a character's effectiveness in combat and other situations and can be a key factor in succeeding or failing at a task.

## Types of Checks Explained

### Acrobatics

Modifier Type: Dexterity

Situations of Use: Your Acrobatics skill encompasses your ability to stay on your feet in a tricky situation. The following are examples of when you might be asked to make an Acrobatics check:

* Running across a sheet of ice
* Balancing on a tightrope
* Staying upright on a rocking ship’s deck
* Performing acrobatic stunts, including dives, rolls, somersaults, and flips

### Animal Handling

Modifier Type: Wisdom

Situations of Use: Animal Handling usually relates to making checks with domesticated or non-aggressive animals. These checks might include:

* Calming down your mount if they have been frightened
* Determining if your mount could make a jump
* Trying to befriend a wild animal to gain its trust
* Attempting to predict an animal's reaction to a certain action or circumstance

### Arcana

Modifier Type: Intelligence

Situations of Use: Your Arcana skill reflects your knowledge in the realm of spells, magic items, mystical symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

### Athletics

Modifier Type: Strength

Situations of Use: Athletics encompasses your ability to succeed in difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

* Attempting to climb a cliff
* Clinging to a surface while something is trying to knock you off
* Jumping an unusually long distance or pulling off a stunt midjump
* Struggling to swim or stay afloat in treacherous currents or something trying to pull you underwater or otherwise interfere with your swimming

### Deception

Modifier Type: Charisma

Situations of Use: Your Deception skill encompasses your ability to convincingly hide the truth, either verbally or through your actions. This deception can encompass the following:

* Trying to fast-talk a guard or con a merchant
* Passing yourself off in a disguise

### History

Modifier Type: Intelligence

Situations of Use: Your History skill measures knowledge about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

### Insight

Modifier Type: Wisdom

Situations of Use: Your Insight skill encompasses your ability to read the true intentions of a creature, such as when searching out a lie or predicting someone’s next move.

### Intimidation

Modifier Type: Charisma

Situations of Use: When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make an Intimidation check.

### Investigation

Modifier Type: Intelligence

Situations of Use: When you look around for clues and make deductions based on those clues, you make an Investigation check. Examples would include:

* Deducing the location of a hidden object
* Discerning from the appearance of a wound what kind of weapon dealt it
* Determining the weakest point in a tunnel that could cause it to collapse

### Medicine

Modifier Type: Wisdom

Situations of use: Your Medicine skill encompasses your ability to stabilize a dying companion or diagnose an illness.

### Nature

Modifier Type: Intelligence

Situations of use: Your Nature skill measures your knowledge about terrain, plants and animals, the weather, and natural cycles.

### Perception

Modifier Type: Wisdom

Situations of use: Your Perception skill measures your ability to spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. Examples of this would include:

* Trying to hear a conversation through a closed door, eavesdropping under an open window, or hearing monsters moving stealthily in the forest
* Spotting things that are obscured or easy to miss, such as whether there are goblins lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door

### Performance

Modifier Type: Charisma

Situations of use: Your Performance skill determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

### Persuasion

Modifier Type: Charisma

Situations of use: When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Persuasion check. Persuasion typically comes up over Deception when you are acting in good faith, fostering friendships, making cordial requests, or exhibiting proper etiquette.

### Religion

Modifier Type: Intelligence

Situations of use: Your Religion skill measures your knowledge about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

### Sleight of Hand

Modifier Type: Dexterity

Situations of use: Sleight of Hand determines your ability to plant something on someone else without them knowing or to conceal an object on your person. The GM might also call for a Sleight of Hand check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

### Stealth

Modifier Type: Dexterity

Situations of use: Your Stealth skill measures your ability to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

### Survival

Modifier Type: Wisdom

Situations of use: Your Survival skill encompasses your ability to survive in the treacherous wilderness. This could include:

* Following tracks of game or a monster that you are hunting
* Guiding your group through frozen wastelands
* Avoiding quicksand and other natural hazards

## Saving Throws

Ability checks and saving throws are similar dice rolls. The key difference is that ability checks are used when you are attempting a challenge while saving throws are used to resist an external effect such as spells, traps, or environmental hazards. Both types of rolls use a 20 sided die (d20), add the relevant ability modifier, and add proficiency bonus (if you are proficient).

There are six different types of saving throws (based on abilities) that characters can make to resist or avoid certain effects:

1. **Strength Saving Throw**: A Strength saving throw is used to resist effects that rely on physical strength, such as being pushed, pulled, or knocked prone.

2. **Dexterity Saving Throw**: A Dexterity saving throw is used to avoid effects that rely on agility and reflexes, such as traps or area of effect spells.

3. **Constitution Saving Throw**: A Constitution saving throw is used to resist effects that tax the body, such as poison or disease (DoT effects).

4. **Intelligence Saving Throw**: An Intelligence saving throw is used to resist effects that target the mind, such as illusions or mental attacks.

5. **Wisdom Saving Throw**: A Wisdom saving throw is used to resist effects that rely on perception and insight, such as charm spells or fear effects.

6. **Charisma Saving Throw**: A Charisma saving throw is used to resist effects that rely on force of personality, such as being intimidated or charmed.

Each class is proficient in two of these saving throw types, and certain races and skills can also grant proficiency in additional saving throw types.