Ability Checks

An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an Action (other than an Attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.   For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC.   To make an ability check, roll a 1d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success -- the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.  

Passive Checks

A Passive Check is a special kind of ability check that often doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as Searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a Hidden monster.   Here's how to determine a character's total for a passive check:  

8 + all modifiers that normally apply to the check

  If the character has Advantage on the check, add 5. For Disadvantage, subtract 5. The game refers to a passive check total as a score.   For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.   The rules on Hiding rely on passive checks, as do the rules for Exploration.  

Working Together

Sometimes two or more characters team up to attempt a task. The character who's leading the effort -- or the one with the highest ability modifier -- can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help Action.   A character can only provide Help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with Thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.  

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.   To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.   Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.   Related Topics:

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