Secret Lesson 5
Ability Checks, Skills, and Difficulty Classes
You already know that there are three types of D20 Test:
Ability Checks
Saving Throws
Attack Rolls
Now we are going to examine the first of these in detail:
THE ABILITY CHECK
Ability Checks are one of the game's main tools for resolving uncertain actions outside the normal process of making an attack.
They appear constantly during:
Exploration
Social Interaction
and many other situations in which a character tries to accomplish something and failure could meaningfully change what happens next.
The SRD describes an Ability Check as a creature using its talent and training to overcome a challenge. It gives examples such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher.
WHEN DO YOU MAKE AN ABILITY CHECK?
A character does not make an Ability Check simply because they perform an action.
The important questions are:
Is the outcome uncertain?
and
Would failure actually matter?
The SRD explains that Ability Checks are commonly called for when a creature attempts something other than an attack that has a chance of meaningful failure, particularly when the result is uncertain and narratively interesting.
This is an extremely important principle.
NO MEANINGFUL UNCERTAINTY, NO CHECK
Imagine a character says:
“I pick up the book from the table.”
If nothing unusual prevents that action, there is probably no reason to roll.
The GM can simply say:
“You pick up the book.”
Now imagine:
“I try to pull the ancient book from the stone pedestal while a magical force holds it in place.”
That situation may have meaningful uncertainty.
An Ability Check might now be appropriate.
FAILURE SHOULD MATTER
Suppose a character wants to climb a small ladder under normal conditions.
There may be little reason for an Ability Check.
Now suppose the character is climbing a dangerous cliff during a violent storm.
Failure could have consequences.
The check now becomes much more meaningful.
The dice are not there to make ordinary actions unnecessarily random.
They are used when uncertainty has an important role in the scene.
THE ABILITY CHECK FORMULA
An Ability Check follows the D20 Test structure you learned in Lesson 4.
The basic form is:
d20 + Relevant Ability Modifier
Then, if an appropriate skill or tool proficiency applies:
+ Proficiency Bonus
Other rules can also provide bonuses or penalties.
Finally, compare the total with the:
DIFFICULTY CLASS — DC
If the total equals or exceeds the DC:
the check succeeds.
If the total is below the DC:
the check fails.
The SRD establishes that the relevant Ability Modifier is determined by what the character is trying to accomplish, and that Proficiency Bonus is added when an applicable skill or tool proficiency is relevant and the creature has that proficiency.
THE SIX TYPES OF ABILITY CHECK
Ability Checks are named after the Ability Modifier being used.
For example:
Strength Check
Dexterity Check
Constitution Check
Intelligence Check
Wisdom Check
Charisma Check
Let's look at the broad role of each one.
STRENGTH CHECKS
A Strength Check is appropriate when physical power is the main challenge.
The SRD gives examples such as:
-
lifting
-
pushing
-
pulling
-
breaking something
For example:
“I try to force the heavy gate open.”
The GM might call for a:
Strength Check
DEXTERITY CHECKS
A Dexterity Check is appropriate when the challenge depends mainly on agility, precision, speed, or quiet movement.
The SRD summarizes this as moving:
-
nimbly
-
quickly
-
quietly
For example:
“I try to move silently past the guard.”
That can involve Dexterity.
CONSTITUTION CHECKS
A Constitution Check represents pushing your body beyond its normal limits.
This is different from using Strength.
Strength concerns physical force.
Constitution concerns endurance.
For example, a challenge might involve continuing through extreme physical strain rather than lifting or breaking something.
INTELLIGENCE CHECKS
An Intelligence Check involves:
-
reasoning
-
remembering information
For example:
“Do I remember anything about this ancient civilization?”
or:
“Can I work out how this mechanism functions?”
Intelligence can be the relevant ability.
WISDOM CHECKS
A Wisdom Check is commonly used to:
-
notice things in the environment
-
notice meaningful details in a creature's behavior
For example:
“Do I notice the creature hiding among the rocks?”
or:
“Does this person seem sincere?”
Wisdom can be relevant.
CHARISMA CHECKS
A Charisma Check is associated with:
-
influencing
-
entertaining
-
deceiving
For example:
“I try to convince the guard to let us pass.”
or:
“I tell the merchant a convincing lie.”
Charisma can be the appropriate ability.
ABILITY CHECKS AND SKILLS
Most Ability Checks involve a skill.
A skill represents a category of activities that a creature might attempt using an Ability Check.
The rules for actions and other game effects often specify which skill is relevant, but the GM has the final say on whether a particular skill applies in a situation.
This gives us another important piece of game notation.
Instead of merely saying:
Wisdom Check
the rules might say:
Wisdom (Perception) Check
The ability is:
Wisdom
The skill is:
Perception
HOW TO READ AN ABILITY CHECK
Consider:
Strength (Athletics)
This means:
Ability being used: Strength
Relevant skill: Athletics
So you roll:
d20 + Strength Modifier
If you are proficient in Athletics, you also add:
your Proficiency Bonus
PROFICIENCY DOES NOT DETERMINE WHETHER YOU CAN TRY
This is one of the most important rules for beginners.
You normally do not need proficiency in a skill to attempt a check involving that skill.
If you lack the proficiency:
you can still make the check.
You simply do not add your Proficiency Bonus for that skill.
The SRD uses climbing a cliff as an example. A character making a Strength (Athletics) check adds Proficiency Bonus if proficient in Athletics; otherwise, the character still makes the check but without that bonus.
EXAMPLE — WITH PROFICIENCY
Suppose your character has:
Strength Modifier: +3
Proficiency Bonus: +2
and proficiency in:
Athletics
The GM asks for:
Strength (Athletics), DC 15
You roll:
11
Calculation:
11 + 3 + 2 = 16
Because:
16 ≥ 15
you succeed.
EXAMPLE — WITHOUT PROFICIENCY
Another character attempts the same challenge.
Their Strength Modifier is:
+3
but they do not have Athletics proficiency.
They roll:
11
Calculation:
11 + 3 = 14
No Proficiency Bonus is added.
Because:
14 < 15
the check fails.
The important point is that the second character was still allowed to attempt the check.
THE 18 SKILLS
The SRD contains 18 skills.
Each skill is associated with an ability that it most commonly uses.
However, the table describes the ability the skill most often applies to, and the GM determines which skill is relevant in the particular situation.
Here is the complete list.
ACROBATICS
Usually Dexterity
Acrobatics can be used to:
-
stay on your feet in a difficult situation
-
perform an acrobatic stunt
Typical notation:
Dexterity (Acrobatics)
ANIMAL HANDLING
Usually Wisdom
Animal Handling can be used to:
-
calm an animal
-
train an animal
-
get an animal to behave in a particular way
Typical notation:
Wisdom (Animal Handling)
ARCANA
Usually Intelligence
Arcana can be used to recall lore concerning:
-
spells
-
magic items
-
planes of existence
Typical notation:
Intelligence (Arcana)
ATHLETICS
Usually Strength
Athletics can be relevant when trying to:
-
jump farther than normal
-
remain afloat in rough water
-
break something
Typical notation:
Strength (Athletics)
DECEPTION
Usually Charisma
Deception can be used to:
-
tell a convincing lie
-
convincingly maintain a disguise
Typical notation:
Charisma (Deception)
HISTORY
Usually Intelligence
History can be used to recall lore about:
-
historical events
-
people
-
nations
-
cultures
Typical notation:
Intelligence (History)
INSIGHT
Usually Wisdom
Insight can help determine:
-
another person's mood
-
another person's intentions
Typical notation:
Wisdom (Insight)
INTIMIDATION
Usually Charisma
Intimidation can be used to:
-
awe someone
-
threaten someone into doing what you want
Typical notation:
Charisma (Intimidation)
INVESTIGATION
Usually Intelligence
Investigation can be used to:
-
find obscure information in books
-
deduce how something functions
Typical notation:
Intelligence (Investigation)
MEDICINE
Usually Wisdom
Medicine can be used to:
-
diagnose an illness
-
determine what killed someone who recently died
Typical notation:
Wisdom (Medicine)
NATURE
Usually Intelligence
Nature can be used to recall lore concerning:
-
terrain
-
plants
-
animals
-
weather
Typical notation:
Intelligence (Nature)
PERCEPTION
Usually Wisdom
Perception involves using the senses to notice something that could easily be missed.
Typical notation:
Wisdom (Perception)
Perception is particularly important during exploration.
Later lessons will show how it interacts with:
-
hiding
-
obscurement
-
searching
-
special senses
PERFORMANCE
Usually Charisma
Performance can involve:
-
acting
-
telling a story
-
performing music
-
dancing
Typical notation:
Charisma (Performance)
PERSUASION
Usually Charisma
Persuasion is used to honestly and graciously convince someone of something.
Typical notation:
Charisma (Persuasion)
RELIGION
Usually Intelligence
Religion can be used to recall lore concerning:
-
gods
-
religious rituals
-
holy symbols
Typical notation:
Intelligence (Religion)
SLEIGHT OF HAND
Usually Dexterity
Sleight of Hand can be relevant when attempting to:
-
pick someone's pocket
-
conceal a small handheld object
-
perform legerdemain
Typical notation:
Dexterity (Sleight of Hand)
STEALTH
Usually Dexterity
Stealth can be used to escape notice by:
-
moving quietly
-
hiding behind things
Typical notation:
Dexterity (Stealth)
The detailed Hide rules will be covered later in the course.
SURVIVAL
Usually Wisdom
Survival can be used to:
-
follow tracks
-
forage
-
find a trail
-
avoid natural hazards
Typical notation:
Wisdom (Survival)
COMPLETE SKILL REFERENCE
| Skill | Ability Most Often Used |
|---|---|
| Acrobatics | Dexterity |
| Animal Handling | Wisdom |
| Arcana | Intelligence |
| Athletics | Strength |
| Deception | Charisma |
| History | Intelligence |
| Insight | Wisdom |
| Intimidation | Charisma |
| Investigation | Intelligence |
| Medicine | Wisdom |
| Nature | Intelligence |
| Perception | Wisdom |
| Performance | Charisma |
| Persuasion | Charisma |
| Religion | Intelligence |
| Sleight of Hand | Dexterity |
| Stealth | Dexterity |
| Survival | Wisdom |
SKILLS ARE NOT SEPARATE ABILITY SCORES
A skill is not a seventh, eighth, or nineteenth ability.
Skills operate through Ability Checks.
For example:
Perception does not replace Wisdom.
A typical Perception check is:
Wisdom (Perception)
You still use your:
Wisdom Modifier
Then, if you have Perception proficiency:
add your Proficiency Bonus.
THE ABILITY AND THE SKILL ARE TWO DIFFERENT PARTS
This distinction matters.
Take:
Dexterity (Stealth)
The Dexterity part tells you which Ability Modifier to use.
The Stealth part tells you which skill proficiency may apply.
So if you have:
Dexterity Modifier +3
and:
Proficiency Bonus +2
and you are proficient in Stealth:
you normally add:
+5 total
before any other applicable modifiers.
SKILLS ARE ASSOCIATED WITH ABILITIES, BUT THE GM DETERMINES RELEVANCE
The SRD's skill table identifies the ability that each skill most often uses rather than saying every use must always employ that ability. It also states that the GM has the ultimate say on whether a skill is relevant to a situation.
This means you should pay attention to the complete check the GM requests.
For example, a rule or GM might specify an unusual combination when the nature of the challenge makes that combination appropriate.
The relevant notation tells you exactly what to use.
MORE THAN ONE SKILL CAN SOMETIMES BE RELEVANT
The SRD itself gives an example of a check written as:
Strength (Acrobatics or Athletics)
In such a case, a character can add Proficiency Bonus if proficient in either of the named skills.
This illustrates an important idea:
A particular challenge may sometimes permit more than one relevant form of training.
The exact rule or GM instruction determines what applies.
WHERE DO YOUR SKILL PROFICIENCIES COME FROM?
For player characters, starting skill proficiencies are established during Character Creation.
Monster skill proficiencies appear in their stat blocks.
We will study how characters acquire their proficiencies later when we reach:
-
Character Creation
-
Classes
-
Backgrounds
For this lesson, you only need to understand what proficiency does once you have it.
TOOL PROFICIENCY AND ABILITY CHECKS
Skills are not the only kind of proficiency that can matter during an Ability Check.
A tool proficiency can also apply.
If you are proficient with a tool and make an Ability Check using that tool:
you can add your Proficiency Bonus.
But the SRD 5.2.1 adds an especially important interaction.
If:
the tool proficiency applies
and
you also have proficiency in the skill used for the same check
then you still add Proficiency Bonus only once, but you also gain:
ADVANTAGE ON THE CHECK
EXAMPLE — SKILL AND TOOL TOGETHER
Imagine the GM determines that a particular Ability Check involves:
-
an appropriate skill
-
a particular tool
Your character is proficient in both.
You do not add Proficiency Bonus twice.
Instead:
add Proficiency Bonus once
and:
make the check with Advantage
when both proficiencies apply as described by the SRD.
This distinction is important.
PROFICIENCY BONUS DOES NOT STACK
Even when more than one proficiency could apply, you don't normally add the same Proficiency Bonus multiple times.
The SRD explicitly states that Proficiency Bonus cannot be added to the same roll or number more than once.
So if two relevant proficiencies both apply:
do not simply double the bonus.
If a specific rule modifies Proficiency Bonus, such as Expertise, that operates according to its own rule.
We will study this in much more detail in Lesson 9.
DIFFICULTY CLASS — DC
Now we come to the target number for an Ability Check.
This target is called:
DIFFICULTY CLASS
or:
DC
The Difficulty Class represents how difficult the task is.
The harder the task:
the higher the DC.
THE STANDARD DC SCALE
The SRD provides the following typical Difficulty Classes:
| Task Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
This scale gives the GM a reference for deciding how difficult an uncertain task should be.
DC 5 — VERY EASY
A task with:
DC 5
is considered:
Very Easy
A character with even modest bonuses will often have a strong chance of succeeding.
DC 10 — EASY
A:
DC 10
task is:
Easy
It is still uncertain enough to justify a check if failure matters, but it is not especially demanding.
DC 15 — MEDIUM
A:
DC 15
task represents:
Medium difficulty
This is a meaningful challenge.
DC 20 — HARD
A:
DC 20
task is:
Hard
A strong relevant modifier and useful proficiency can become especially important here.
DC 25 — VERY HARD
A:
DC 25
task is:
Very Hard
Success normally requires a strong combination of ability, training, and a favorable roll.
DC 30 — NEARLY IMPOSSIBLE
A:
DC 30
task represents something:
Nearly Impossible
It is an exceptional challenge.
WHO SETS THE DC?
Some rules already provide a specific DC.
In those situations:
use the DC stated by the rule.
When a rule does not provide one, the GM ultimately determines the Difficulty Class for the Ability Check.
The standard DC scale helps the GM make that decision.
A SIMPLE DC EXAMPLE
The GM decides that a challenge is:
Hard
Using the standard scale:
Hard = DC 20
The character makes the relevant Ability Check.
Suppose:
d20 roll = 15
Ability Modifier = +3
Proficiency Bonus = +2
Total:
20
Because:
20 = DC 20
the check succeeds.
Remember:
meeting the DC is enough.
ANOTHER EXAMPLE
The task has:
DC 15
The character rolls:
9
Ability Modifier:
+2
Proficiency Bonus:
+2
Total:
13
Because:
13 < 15
the check fails.
The GM then describes what that failure means in the current situation.
WHAT DOES FAILURE MEAN?
The Ability Check tells you whether the attempt succeeds against the target DC.
The exact consequences depend on the challenge and the situation.
Failure might mean that:
-
the immediate attempt doesn't work
-
the character fails to discover something
-
an opportunity is lost
-
the situation becomes more difficult
-
another consequence described by the rule or GM occurs
The important point from the SRD is that Ability Checks are used when failure is meaningful and the result is uncertain.
PLAY EXAMPLE — THE LOCKED DOOR
The party discovers a locked door.
PLAYER
“I try to open the lock.”
The GM determines that the attempt requires an Ability Check using an appropriate ability, skill, or tool according to the situation.
Suppose the final target is:
DC 15
The player rolls the d20 and applies the relevant modifiers.
If the total is:
17
success.
If the total is:
12
failure.
The GM narrates the consequence, and the game continues.
PLAY EXAMPLE — THE HIDDEN CLUE
The players enter an ancient chamber.
The GM knows there is something easy to overlook.
A character tries to notice it.
The GM may call for an Ability Check involving:
Wisdom (Perception)
The player uses:
d20 + Wisdom Modifier
and adds Proficiency Bonus if proficient in Perception.
The result is compared with the relevant DC.
PLAY EXAMPLE — UNDERSTANDING AN ANCIENT TEXT
A character examines information concerning a forgotten civilization.
Depending on exactly what the character is attempting, the GM may determine that an Intelligence-based skill is relevant.
For example:
Intelligence (History)
The character rolls:
d20 + Intelligence Modifier
and, if proficient in History:
+ Proficiency Bonus
The total is compared with the DC.
PLAY EXAMPLE — CONVINCING SOMEONE
A character wants to honestly convince another creature of something.
If an Ability Check is necessary and the appropriate skill is Persuasion, the GM might call for:
Charisma (Persuasion)
The character rolls:
d20 + Charisma Modifier
plus Proficiency Bonus if proficient in Persuasion.
Social interaction has additional rules that we will cover in:
Lesson 12.
CHOOSING THE RIGHT CHECK
When considering an Ability Check, think in this order:
FIRST — WHAT IS THE CHARACTER TRYING TO DO?
Understand the action in the fictional situation.
SECOND — WHICH ABILITY BEST REPRESENTS THE CHALLENGE?
Strength?
Dexterity?
Constitution?
Intelligence?
Wisdom?
Charisma?
THIRD — IS A SKILL RELEVANT?
If so, identify the appropriate skill.
FOURTH — DOES THE CHARACTER HAVE THAT PROFICIENCY?
If yes, add Proficiency Bonus.
FIFTH — DOES A TOOL ALSO APPLY?
If a relevant tool proficiency is involved, its rules may also affect the check.
SIXTH — WHAT IS THE DC?
Use a DC provided by the rules or one determined by the GM.
FINALLY — ROLL
Roll the D20 Test and resolve the result.
THE ABILITY CHECK IN ONE FORMULA
A common Ability Check can be represented as:
1d20
+ Relevant Ability Modifier
+ Proficiency Bonus, if relevant
+ Other applicable modifiers
= Ability Check Total
Then compare:
Ability Check Total vs. DC
If:
Total ≥ DC
SUCCESS
If:
Total < DC
FAILURE
COMMON BEGINNER MISTAKES
MISTAKE 1 — ADDING THE ABILITY SCORE
If you have:
Wisdom 16
you do not normally add:
+16
to the check.
Wisdom 16 gives:
Wisdom Modifier +3
That is the number normally used.
MISTAKE 2 — ADDING PROFICIENCY TO EVERYTHING
Proficiency Bonus does not automatically apply to every Ability Check.
It applies when a relevant skill or tool proficiency is involved and you have that proficiency.
MISTAKE 3 — THINKING YOU CAN'T TRY WITHOUT PROFICIENCY
You can normally make a check involving a skill even if you lack proficiency in that skill.
You simply don't receive the Proficiency Bonus from that skill.
MISTAKE 4 — ADDING PROFICIENCY TWICE
If two relevant proficiencies apply, that does not normally mean you simply add Proficiency Bonus twice.
The bonus itself doesn't stack.
MISTAKE 5 — ASSUMING EVERY ACTION REQUIRES A CHECK
Ability Checks are for situations where the result is uncertain and failure is meaningful.
Do not turn every ordinary action into a die roll.
MISTAKE 6 — THINKING THE SKILL DEFINES THE ENTIRE CHECK
The check still uses an Ability Modifier.
For example:
Wisdom (Perception)
means:
Wisdom determines the Ability Modifier.
Perception determines whether that skill proficiency applies.
LESSON 5 — KEY TAKEAWAYS
ABILITY CHECKS RESOLVE CHALLENGES
They are used when a creature tries to overcome an uncertain challenge, especially when failure has meaningful consequences.
EVERY CHECK USES AN ABILITY
The six possibilities are:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
MOST ABILITY CHECKS INVOLVE A SKILL
There are 18 skills in the SRD:
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
SKILLS HAVE COMMON ABILITY ASSOCIATIONS
For example:
Athletics → usually Strength
Stealth → usually Dexterity
Arcana → usually Intelligence
Perception → usually Wisdom
Persuasion → usually Charisma
But the complete check specified by the rule or GM tells you what ability and skill apply.
PROFICIENCY ADDS YOUR PROFICIENCY BONUS
If you have proficiency in the relevant skill:
add your Proficiency Bonus.
If you lack that proficiency:
you can normally still make the check.
TOOLS CAN ALSO APPLY
Tool proficiency can allow you to add Proficiency Bonus to an Ability Check using the tool.
If a relevant skill proficiency and relevant tool proficiency both apply to the same check, the SRD says you also have Advantage on that check.
PROFICIENCY BONUS DOESN'T STACK
You don't simply add the same Proficiency Bonus multiple times to one roll.
DC MEASURES DIFFICULTY
Typical DCs are:
Very Easy — 5
Easy — 10
Medium — 15
Hard — 20
Very Hard — 25
Nearly Impossible — 30
MEETING THE DC SUCCEEDS
If:
Ability Check Total ≥ DC
the check succeeds.
NEXT LESSON
LESSON 6 — SAVING THROWS: RESISTING THREATS, HAZARDS, AND EFFECTS
Ability Checks usually represent something your character is actively trying to accomplish.
Saving Throws are different.
A Saving Throw is generally made because something dangerous is happening to you.
In Lesson 6, we will learn:
-
what a Saving Throw represents
-
when a save is required
-
the six types of Saving Throw
-
what Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saves resist
-
how Saving Throw proficiency works
-
how the save's Difficulty Class is determined
-
how spells and monster abilities establish their DCs
-
when a creature can choose to fail a Saving Throw
This will give us the second major form of D20 Test.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.