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SRD5:Using Ability Scores

17 bytes removed, 21:59, 20 December 2017
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Dexterity: Grammar check
=== Dexterity Checks ===
A Dexterity check can model any attempt to move nimbly,quickly, or quietly, or to keep f rom from falling on tricky footing.The Acrobatics, Sleight of Hand, and Stealth skills reflectaptitude in certain kinds of Dexterity checks.
====Acrobatics====
Your Dexterity (Acrobatics) check coversyour attempt to stay on your feet in a tricky situation, such aswhen you’re trying to run across a sheet of ice, balance on atightrope, or stay upright on a rocking ship’s deck. The GMmight also call for a Dexterity (Acrobatics) check to see ifyou can perform acrobatic stunts, including dives, rolls,somersaults, and flips.
====Sleight of Hand====
Whenever you attempt an act oflegerdemain or manual trickery, such as planting somethingon someone else or concealing an object on your person,make a Dexterity (Sleight of Hand) check. The GM might alsocall for a Dexterity (Sleight of Hand) check to determinewhether you can lift a coin purse off another person or slipsomething out of another person’s pocket.
====Stealth====
Make a Dexterity (Stealth) check whenyou attempt to conceal yourself from enemies, slink pastguards, slip away without being noticed, or sneak up onsomeone without being seen or heard.
====Other Dexterity Checks====
=== Attack Rolls and Damage ===
You add your Dexterity modifier to your attack roll and yourdamage roll when attacking with a ranged weapon, such as asling or a longbow. You can also add your Dexterity modifierto your attack roll and your damage roll when attacking with amelee weapon that has the finesse property, such as a daggeror a rapier.
=== Armor Class ===
Depending on the armor you wear, you might add some or allof your Dexterity modifier to your Armor Class.
=== Initiative ===
At the beginning of every combat, you roll initiative bymaking a Dexterity check. Initiative determines the order ofcreatures’ turns in combat.
=== Hiding ===
The GM decides when circumstances are appropriate forhiding. When you try to hide, make a Dexterity (Stealth)check. Until you are discovered or you stop hiding, thatcheck’s total is contested by the Wisdom (Perception) checkof any creature that actively searches for signs of yourpresence.
You can’t hide from a creature that can see you clearly,and you give away your position if you make noise, such asshouting a warning or knocking over a vase.
An invisible creature can always try to hide. Signs ofits passage might still be noticed, and it does have to stayquiet.
In combat, most creatures stay alert for signs of dangerall around, so if you come out of hiding and approach acreature, it usually sees you. However, under certaincircumstances, the GM might allow you to stay hidden as youapproach a creature that is distracted, allowing you togain advantage on an attack roll before you are seen.
====Passive Perception====
When you hide, there’s a chancesomeone will notice you even if they aren’t searching. Todetermine whether such a creature notices you, the GM comparesyour Dexterity (Stealth) check with that creature’s passiveWisdom (Perception) score, which equals 10 + the creature’sWisdom modifier, as well as any other bonuse s bonuses or penalties. Ifthe creature has advantage, add 5. For disadvantage, subtract 5.For example, if a 1st-level character (with a proficiencybonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiencyin Perception, he or she has a passive Wisdom (Perception) of 14.
====What Can You See?====
One of the main factors in determiningwhether you can find a hidden creature or object is how wellyou can see in an area, which might be[[SRD5:Lightly Obscured|lightly]] or[[SRD5:Heavily Obscured|heavily obscured]], as explained in"[[SRD5:The_Environment|The Environment]].”
==Constitution==
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