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<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p><h2>Strength</h2><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><h3>Strength Checks</h3><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p><p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><ul><li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li><li>You try to jump an unusually long distance or pull off a stunt midjump.</li><li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li></ul><p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following:</p><ul><li>Force open a stuck, locked, or barred door</li><li>Break free of bonds</li><li>Push through a tunnel that is too small</li><li>Hang on to a wagon while being dragged behind it</li><li>Tip over a statue</li><li>Keep a boulder from rolling</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p><h3>Lifting and Carrying</h3><p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p><p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p><p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p><h3>Variant: Encumbrance</h3><p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p><p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p><p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><h2>Dexterity</h2><p>Dexterity measures agility, reflexes, and balance.</p><h3>Dexterity Checks</h3><p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p><p><strong>Acrobatics. </strong>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p><p><strong>Sleight of Hand. </strong>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (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.</p><p><strong>Stealth. </strong>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p><p><strong>Other Dexterity Checks. </strong>The GM might call for a Dexterity check when you try to accomplish tasks like the following:</p><ul><li>Control a heavily laden cart on a steep descent</li><li>Steer a chariot around a tight turn</li><li>Pick a lock</li><li>Disable a trap</li><li>Securely tie up a prisoner</li><li>Wriggle free of bonds</li><li>Play a stringed instrument</li><li>Craft a small or detailed object</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p><h3>Armor Class</h3><p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.</p><h3>Initiative</h3><p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.</p><hr /><h4>Hiding</h4><p>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p><p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.</p><p>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p><p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p><p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p><p><strong>What Can You See? </strong>One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured</strong>, as explained in @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{The Environment}.</p><hr /><h2>Constitution</h2><p>Constitution measures health, stamina, and vital force.</p><p>Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p><p>The GM might call for a Constitution check when you try to accomplish tasks like the following:</p><ul><li>Hold your breath</li><li>March or labor for hours without rest</li><li>Go without sleep</li><li>Survive without food or water</li><li>Quaff an entire stein of ale in one go</li></ul><h3>Hit Points</h3><p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p><p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p><h2>Intelligence</h2><p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p><h3>Intelligence Checks</h3><p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p><p><strong>Arcana. </strong>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p><p><strong>History. </strong>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p><p><strong>Investigation.</strong> When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p><p><strong>Nature. </strong>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p><p><strong>Religion.</strong> Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p><p><strong>Other Intelligence Checks. </strong>The GM might call for an Intelligence check when you try to accomplish tasks like the following:</p><ul><li>Communicate with a creature without using words</li><li>Estimate the value of a precious item</li><li>Pull together a disguise to pass as a city guard</li><li>Forge a document</li><li>Recall lore about a craft or trade</li><li>Win a game of skill</li></ul><h3>Spellcasting Ability</h3><p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Wisdom</h2><p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p><h3>Wisdom Checks</h3><p>A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p><p><strong>Animal Handling. </strong>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p><p><strong>Insight.</strong> Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p><p><strong>Medicine.</strong> A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p><strong>Perception.</strong> Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p><p><strong>Survival. </strong>The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p><p><strong>Other Wisdom Checks. </strong>The GM might call for a Wisdom check when you try to accomplish tasks like the following:</p><ul><li>Get a gut feeling about what course of action to follow</li><li>Discern whether a seemingly dead or living creature is undead</li></ul><h3>Spellcasting Ability</h3><p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Charisma</h2><p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p><h3>Charisma Checks</h3><p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p><p><strong>Deception.</strong> Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p><strong>Intimidation. </strong>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p><p><strong>Performance.</strong> Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p><p><strong>Persuasion. </strong>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 Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p><strong>Other Charisma Checks. </strong>The GM might call for a Charisma check when you try to accomplish tasks like the following:</p><ul><li>Find the best person to talk to for news, rumors, and gossip</li><li>Blend into a crowd to get the sense of key topics of conversation</li></ul><h3>Spellcasting Ability</h3><p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>
<p>Chaque tâche qu'un personnage ou un monstre pourrait tenter dans le jeu est couverte par l'une des six capacités. Cette section explique plus en détail ce que signifient ces capacités et la manière dont elles sont utilisées dans le jeu.</p><h2>Force</h2><p>La force mesure la puissance corporelle, l'entraînement sportif et la mesure dans laquelle vous pouvez exercer une force physique brute.</p><h3>Vérifications de la force</h3><p>Une vérification de la force peut modéliser toute tentative de soulever, pousser, tirer ou casser quelque chose, de forcer votre corps à traverser un espace ou autrement appliquer la force brute à une situation. La compétence Athlétisme reflète l'aptitude à certains types de tests de Force.</p><p><strong>Athlétisme.</strong> Votre test de Force (Athlétisme) couvre les situations difficiles que vous rencontrez en grimpant, en sautant ou en nageant. Les exemples incluent les activités suivantes :</p><ul><li>Vous essayez d'escalader une falaise abrupte ou glissante, d'éviter les dangers en escaladant un mur ou de vous accrocher à une surface alors que quelque chose essaie de vous renverser.</li ><li>Vous essayez de sauter une distance inhabituellement longue ou de réussir un saut en plein milieu.</li><li>Vous avez du mal à nager ou à rester à flot dans des courants perfides, des vagues agitées par la tempête ou des zones d'algues épaisses. Ou une autre créature essaie de vous pousser ou de vous tirer sous l'eau ou d'interférer avec votre nage.</li></ul><p><strong>Autres jets de force. </strong>Le MJ peut également demander un test de Force lorsque vous essayez d'accomplir des tâches telles que les suivantes :</p><ul><li>Forcer l'ouverture d'une porte bloquée, verrouillée ou barrée</li><li> Libérez-vous des liens</li> <li>Poussez dans un tunnel trop petit</li> <li>Accrochez-vous à un chariot tout en étant traîné derrière lui</li> <li>Basculez sur une statue</li ><li>Empêcher un rocher de rouler</li></ul><h3>Jets d'attaque et dégâts</h3><p>Vous ajoutez votre modificateur de Force à votre jet d'attaque et à votre jet de dégâts lorsque vous attaquez avec une arme de mêlée comme une masse, une hache de guerre ou un javelot. Vous utilisez des armes de mêlée pour effectuer des attaques de mêlée au corps à corps, et certaines d'entre elles peuvent être lancées pour effectuer une attaque à distance.</p><h3>Soulever et porter</h3><p>Votre score de Force détermine le montant de poids que vous pouvez supporter. Les termes suivants définissent ce que vous pouvez soulever ou transporter.</p><p><strong>Capacité de charge. </strong>Votre capacité de charge est votre score de Force multiplié par 15. Il s'agit du poids (en livres) que vous pouvez porter, ce qui est suffisamment élevé pour que la plupart des personnages n'aient généralement pas à s'en soucier.</p>< p><strong>Poussez, faites glisser ou soulevez. </strong>Vous pouvez pousser, traîner ou soulever un poids en livres jusqu'à deux fois votre capacité de charge (ou 30 fois votre score de Force). Lorsque vous poussez ou traînez un poids dépassant votre capacité de charge, votre vitesse chute à 1,5 mètre.</p><p><strong>Taille et force. </strong>Les créatures plus grandes peuvent supporter plus de poids, tandis que les créatures minuscules peuvent en porter moins. Pour chaque catégorie de taille au-dessus de Moyen, doublez la capacité de charge de la créature et la quantité qu'elle peut pousser, traîner ou soulever. Pour une créature Tiny, divisez ces poids par deux.</p><h3>Variante : Encombrement</h3><p>Les règles de levage et de transport sont intentionnellement simples. Voici une variante si vous cherchez des règles plus détaillées pour déterminer comment un personnage est gêné par le poids des équipements. Lorsque vous utilisez cette variante, ignorez la colonne Force du tableau Armure.</p><p>Si vous portez un poids supérieur à 5 fois votre score de Force, vous êtes <strong>encombré</strong>, ce qui signifie que votre vitesse chute de 10 pieds.</p><p>Si vous portez un poids supérieur à 10 fois votre score de Force, jusqu'à votre capacité de charge maximale, vous êtes à la place <strong>fortement encombré</strong>, ce qui signifie que votre vitesse diminue de 6 mètres et vous avez un désavantage aux tests de caractéristiques, aux jets d'attaque et aux jets de sauvegarde qui utilisent la Force, la Dextérité ou la Constitution.</p><h2>Dextérité</h2><p>La dextérité mesure l'agilité, les réflexes et l'équilibre. </p><h3>Tests de dextérité</h3><p>Un test de dextérité peut modéliser toute tentative de se déplacer avec agilité, rapidité ou silence, ou d'éviter de tomber sur des pieds difficiles. Les compétences Acrobatie, Tour de passe-passe et Furtivité reflètent l'aptitude à certains types de tests de Dextérité.</p><p><strong>Acrobatie. </strong>Votre test de Dextérité (acrobaties) couvre votre tentative de rester debout dans une situation délicate, comme lorsque vous essayez de courir sur une plaque de glace, de vous tenir en équilibre sur une corde raide ou de rester debout sur un navire qui se balance plate-forme. Le MJ peut également demander un test de Dextérité (acrobatie) pour voir si vous pouvez effectuer des cascades acrobatiques, y compris des plongeons, des tonneaux, des sauts périlleux et des pirouettes.</p><p><strong>Tour de passe-passe. </strong>Chaque fois que vous tentez un acte de tour de passe-passe ou une ruse manuelle, comme planter quelque chose sur quelqu'un d'autre ou dissimuler un objet sur vous-même, faites un jet de Dextérité (Tour de passe-passe). Le MJ peut également demander un test de Dextérité (Tour de passe-passe) pour déterminer si vous pouvez soulever un porte-monnaie d'une autre personne ou glisser quelque chose de la poche d'une autre personne.</p><p><strong>Discrétion. </strong>Effectuez un test de Dextérité (Discrétion) lorsque vous tentez de vous dissimuler aux ennemis, de vous faufiler devant les gardes, de vous éclipser sans vous faire remarquer ou se faufiler sur quelqu'un sans être vu ni entendu.</p><p><strong>Autres tests de dextérité. </strong>Le MJ peut demander un test de Dextérité lorsque vous essayez d'accomplir des tâches telles que:</p><ul><li>Contrôlez un chariot lourdement chargé dans une descente abrupte</li><li>Dirigez un chariot autour d'un virage serré</li> <li>Crochez une serrure</li> <li>Désactivez un piège</li> <li>Fixez un prisonnier en toute sécurité</li> <li>Se libérer des liens</li> li><li>Jouer d'un instrument à cordes</li><li>Créer un objet petit ou détaillé</li></ul><h3>Jets d'attaque et dégâts</h3><p>Vous ajoutez votre modificateur de Dextérité à votre jet d'attaque et votre jet de dégâts lorsque vous attaquez avec une arme à distance, comme une fronde ou un arc long. Vous pouvez également ajouter votre modificateur de Dextérité à votre jet d'attaque et à votre jet de dégâts lorsque vous attaquez avec une arme de mêlée qui a la propriété finesse, comme un poignard ou une rapière.</p><h3>Classe d'armure</h3><p >Selon l'armure que vous portez, vous pouvez ajouter une partie ou la totalité de votre modificateur de Dextérité à votre classe d'armure.</p><h3>Initiative</h3><p>Au début de chaque combat, vous lancez l'initiative en faisant un test de Dextérité. L'initiative détermine l'ordre des tours des créatures au combat.</p><hr /><h4>Se cacher</h4><p>Le MJ décide quand les circonstances sont appropriées pour se cacher. Lorsque vous essayez de vous cacher, faites un jet de Dextérité (Discrétion). Jusqu'à ce que vous soyez découvert ou que vous cessiez de vous cacher, le total de ce test est contesté par le test de Sagesse (Perception) de toute créature qui recherche activement des signes de votre présence.</p><p>Vous ne pouvez pas vous cacher d'une créature qui peut vous voyez clairement et vous dévoilez votre position si vous faites du bruit, comme en criant un avertissement ou en renversant un vase.</p><p>Une créature invisible peut toujours essayer de se cacher. Des signes de son passage peuvent encore être remarqués, et il doit rester silencieux.</p><p>Au combat, la plupart des créatures restent attentives aux signes de danger tout autour, donc si vous sortez de votre cachette et que vous vous approchez d'une créature, il vous voit généralement. Cependant, dans certaines circonstances, le MJ peut vous permettre de rester caché lorsque vous vous approchez d'une créature distraite, ce qui vous permet d'obtenir un avantage lors d'un jet d'attaque avant d'être vu.</p><p><strong>Perception passive. </strong> Lorsque vous vous cachez, il y a une chance que quelqu'un vous remarque même s'il ne cherche pas. Pour déterminer si une telle créature vous remarque, le MJ compare votre test de Dextérité (Discrétion) avec le score passif de Sagesse (Perception) de cette créature, qui est égal à 10 + le modificateur de Sagesse de la créature, ainsi que tout autre bonus ou malus. Si la créature a un avantage, ajoutez 5. Pour un désavantage, soustrayez 5. Par exemple, si un personnage de niveau 1 (avec un bonus de maîtrise de +2) a une Sagesse de 15 (un modificateur de +2) et une maîtrise de la Perception, il ou elle a une Sagesse (Perception) passive de 14.</p><p><strong>Que pouvez-vous voir? </strong>L'un des principaux facteurs pour déterminer si vous pouvez trouver une créature ou un objet caché est la qualité de votre vision dans une zone, qui peut être <strong>légèrement</strong> ou <strong>fortement obscurcie</strong >, comme expliqué dans @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{L'Environnement}.</p><hr /><h2>Constitution</h2><p>La Constitution mesure la santé, l'endurance, et force vitale.</p><p>Constitution Checks Les tests de Constitution sont rares, et aucune compétence ne s'applique aux tests de Constitution, car l'endurance que représente cette capacité est en grande partie passive plutôt que d'impliquer un effort spécifique de la part d'un personnage ou d'un monstre. Cependant, un test de Constitution peut modéliser votre tentative de pousser au-delà des limites normales.</p><p>Le MJ peut demander un test de Constitution lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li> Retenez votre respiration</li><li>Marchez ou travaillez pendant des heures sans repos</li><li>Allez sans dormir</li><li>Survivez sans nourriture ni eau</li><li>Buvez une chope entière de bière en une fois</li></ul><h3>Points de vie</h3><p>Votre modificateur de Constitution contribue à vos points de vie. En règle générale, vous ajoutez votre modificateur de Constitution à chaque dé de vie que vous lancez pour vos points de vie.</p><p>Si votre modificateur de Constitution change, votre maximum de points de vie change également, comme si vous aviez le nouveau modificateur depuis le niveau 1. Par exemple, si vous augmentez votre valeur de Constitution lorsque vous atteignez le niveau 4 et que votre modificateur de Constitution passe de +1 à +2, vous ajustez votre maximum de points de vie comme si le modificateur avait toujours été de +2. Vous ajoutez donc 3 points de vie pour vos trois premiers niveaux, puis lancez vos points de vie pour le 4ème niveau en utilisant votre nouveau modificateur. Ou si vous êtes au niveau 7 et qu'un effet réduit votre valeur de Constitution de manière à réduire votre modificateur de Constitution de 1, votre maximum de points de vie est réduit de 7.</p><h2>Intelligence</h2><p>Mesures d'intelligence l'acuité mentale, l'exactitude du rappel et la capacité de raisonner.</p><h3>Vérifications d'Intelligence</h3><p>Une vérification d'Intelligence entre en jeu lorsque vous devez faire appel à la logique, à l'éducation, à la mémoire ou au raisonnement déductif . Les compétences Arcanes, Histoire, Enquête, Nature et Religion reflètent l'aptitude à certains types de tests d'Intelligence.</p><p><strong>Arcaña. </strong>Votre test d'Intelligence (Arcanes) mesure votre capacité à vous rappeler des connaissances sur les sorts, les objets magiques, les symboles eldritch, les traditions magiques, les plans d'existence et les habitants de ces plans.</p><p><strong> Histoire. </strong>Votre contrôle d'Intelligence (Histoire) mesure votre capacité à vous rappeler des événements historiques, des personnages légendaires, des royaumes anciens, des conflits passés, des guerres récentes et des civilisations perdues.</p><p><strong>Enquête.</strong> strong> Lorsque vous cherchez des indices et faites des déductions basées sur ces indices, vous faites un test d'Intelligence (Enquête). Vous pouvez déduire l'emplacement d'un objet caché, discerner à partir de l'apparence d'une blessure quel type d'arme lui a infligé, ou déterminer le point le plus faible d'un tunnel qui pourrait le faire s'effondrer. Plonger dans d'anciens parchemins à la recherche d'un fragment de connaissance caché peut également nécessiter un test d'Intelligence (Enquête).</p><p><strong>Nature. </strong>Votre test d'Intelligence (Nature) mesure votre capacité à vous rappeler des connaissances sur le terrain, les plantes et les animaux, la météo et les cycles naturels.</p><p><strong>Religion.</strong> Votre Intelligence (Religion ) check mesure votre capacité à vous souvenir des traditions sur les divinités, les rites et les prières, les hiérarchies religieuses, les symboles sacrés et les pratiques des cultes secrets.</p><p><strong>Autres tests d'intelligence. </strong>Le MJ peut demander un test d'Intelligence lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li>Communiquer avec une créature sans utiliser de mots</li><li>Estimer la valeur de un objet précieux</li><li>Rassemblez un déguisement pour vous faire passer pour un garde de la ville</li><li>Faux un document</li><li>Rappelez-vous des traditions sur un artisanat ou un commerce</li><li >Gagner une partie d'adresse</li></ul><h3>Capacité d'incantation</h3><p>Les sorciers utilisent l'Intelligence comme capacité d'incantation, ce qui aide à déterminer le DD du jet de sauvegarde des sorts qu'ils lancent.</p> <h2>Sagesse</h2><p>La Sagesse reflète à quel point vous êtes sensible au monde qui vous entoure et représente la perspicacité et l'intuition.</p><h3>Vérifications de Sagesse</h3><p>Une vérification de Sagesse peut refléter une effort pour lire le langage corporel, comprendre les sentiments de quelqu'un, remarquer des choses sur l'environnement ou prendre soin d'une personne blessée. Les compétences Manipulation des animaux, Perspicacité, Médecine, Perception et Survie reflètent l'aptitude à certains types de tests de Sagesse.</p><p><strong>Manipulation des animaux. </strong>Lorsque vous vous demandez si vous pouvez calmer un animal domestique, empêcher une monture d'être effrayée ou deviner les intentions d'un animal, le MJ peut demander un jet de Sagesse (Manipulation des animaux). Vous effectuez également un test de Sagesse (Manipulation des animaux) pour contrôler votre monture lorsque vous tentez une manœuvre risquée.</p><p><strong>Perspicacité.</strong> Votre test de Sagesse (Perspicacité) détermine si vous pouvez déterminer le vrai intentions d'une créature, par exemple lorsqu'il cherche un mensonge ou prédit le prochain mouvement de quelqu'un. Cela implique de glaner des indices sur le langage corporel, les habitudes d'élocution et les changements de comportement.</p><p><strong>Médecine.</strong> Un test de Sagesse (Médecine) vous permet d'essayer de stabiliser un compagnon mourant ou de diagnostiquer un maladie.</p><p><strong>Perception.</strong> Votre test de Sagesse (Perception) vous permet de repérer, d'entendre ou de détecter la présence de quelque chose. Il mesure votre perception générale de votre environnement et l'acuité de vos sens. Par exemple, vous pouvez essayer d'entendre une conversation à travers une porte fermée, écouter sous une fenêtre ouverte ou entendre des monstres se déplacer furtivement dans la forêt. Ou vous pourriez essayer de repérer des choses qui sont obscurcies ou faciles à manquer, qu'il s'agisse d'orcs embusqués sur une route, de voyous cachés dans l'ombre d'une ruelle ou de bougies sous une porte secrète fermée.</p><p> <strong>Survie. </strong>Le MJ peut vous demander de faire un test de Sagesse (Survie) pour suivre des pistes, chasser du gibier sauvage, guider votre groupe à travers des friches gelées, identifier des signes indiquant que des ours hiboux vivent à proximité, prédire la météo ou éviter les sables mouvants et autres dangers naturels .</p><p><strong>Autres contrôles de sagesse. </strong>Le MJ peut demander un test de Sagesse lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li>Ayez une idée de la marche à suivre</li><li> Déterminer si une créature apparemment morte ou vivante est un mort-vivant</li></ul><h3>Capacité d'incantation</h3><p>Les prêtres, les druides et les rôdeurs utilisent la Sagesse comme capacité d'incantation, ce qui aide à déterminer les DD du jet de sauvegarde de sorts qu'ils lancent.</p><h2>Charisme</h2><p>Le charisme mesure votre capacité à interagir efficacement avec les autres. Il inclut des facteurs tels que la confiance et l'éloquence, et peut représenter une personnalité charmante ou imposante.</p><h3>Tests de Charisme</h3><p>Un test de Charisme peut survenir lorsque vous essayez d'influencer ou de divertir les autres, lorsque vous essayez de faire bonne impression ou de dire un mensonge convaincant, ou lorsque vous naviguez dans une situation sociale délicate. Les compétences Tromperie, Intimidation, Performance et Persuasion reflètent l'aptitude à certains types de tests de Charisme.</p><p><strong>Tromperie.</strong> Votre test de Charisme (Tromperie) détermine si vous pouvez cachez la vérité de manière convaincante, que ce soit verbalement ou par vos actions. Cette tromperie peut englober tout, de tromper les autres par l'ambiguïté à dire des mensonges éhontés. Les situations typiques incluent essayer de parler rapidement à un garde, escroquer un commerçant, gagner de l'argent grâce au jeu, se faire passer pour un déguisement, émousser les soupçons de quelqu'un avec de fausses assurances ou garder un visage impassible tout en racontant un mensonge flagrant.</p><p> <strong>Intimidation. </strong>Lorsque vous tentez d'influencer quelqu'un par des menaces ouvertes, des actions hostiles et la violence physique, le MJ peut vous demander de faire un test de Charisme (Intimidation). Par exemple, essayer d'extraire des informations d'un prisonnier, convaincre des voyous de reculer devant une confrontation ou utiliser le bord d'une bouteille cassée pour convaincre un vizir ricanant de reconsidérer une décision.</p><p><strong>Performance .</strong> Votre test de Charisme (Performance) détermine dans quelle mesure vous pouvez ravir un public avec de la musique, de la danse, du théâtre, des contes ou toute autre forme de divertissement.</p><p><strong>Persuasion. </strong>Lorsque vous tentez d'influencer quelqu'un ou un groupe de personnes avec tact, grâces sociales ou bonne nature, le MJ peut vous demander de faire un test de Charisme (Persuasion). En règle générale, vous utilisez la persuasion lorsque vous agissez de bonne foi, pour favoriser des amitiés, faire des demandes cordiales ou faire preuve d'une étiquette appropriée. Par exemple, pour persuader les autres, vous pouvez convaincre un chambellan de laisser votre groupe voir le roi, négocier la paix entre des tribus en guerre ou inspirer une foule de citadins.</p><p><strong>Autres tests de charisme. </strong>Le MJ peut demander un test de Charisme lorsque vous essayez d'accomplir des tâches telles que les suivantes :</p><ul><li>Trouvez la meilleure personne à qui parler pour les nouvelles, les rumeurs et les commérages</li> <li>Mêlez-vous à une foule pour comprendre les principaux sujets de conversation</li></ul><h3>Capacité d'incantation</h3><p>Les bardes, paladins, sorciers et sorciers utilisent le Charisme comme capacité d'incantation , qui aide à déterminer le DD des jets de sauvegarde des sorts qu'ils lancent.</p>
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<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p><h2>Strength</h2><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><h3>Strength Checks</h3><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p><p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><ul><li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li><li>You try to jump an unusually long distance or pull off a stunt midjump.</li><li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li></ul><p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following:</p><ul><li>Force open a stuck, locked, or barred door</li><li>Break free of bonds</li><li>Push through a tunnel that is too small</li><li>Hang on to a wagon while being dragged behind it</li><li>Tip over a statue</li><li>Keep a boulder from rolling</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p><h3>Lifting and Carrying</h3><p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p><p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p><p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p><h3>Variant: Encumbrance</h3><p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p><p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p><p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><h2>Dexterity</h2><p>Dexterity measures agility, reflexes, and balance.</p><h3>Dexterity Checks</h3><p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p><p><strong>Acrobatics. </strong>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p><p><strong>Sleight of Hand. </strong>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (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.</p><p><strong>Stealth. </strong>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p><p><strong>Other Dexterity Checks. </strong>The GM might call for a Dexterity check when you try to accomplish tasks like the following:</p><ul><li>Control a heavily laden cart on a steep descent</li><li>Steer a chariot around a tight turn</li><li>Pick a lock</li><li>Disable a trap</li><li>Securely tie up a prisoner</li><li>Wriggle free of bonds</li><li>Play a stringed instrument</li><li>Craft a small or detailed object</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p><h3>Armor Class</h3><p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.</p><h3>Initiative</h3><p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.</p><hr /><h4>Hiding</h4><p>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p><p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.</p><p>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p><p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p><p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p><p><strong>What Can You See? </strong>One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured</strong>, as explained in @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{The Environment}.</p><hr /><h2>Constitution</h2><p>Constitution measures health, stamina, and vital force.</p><p>Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p><p>The GM might call for a Constitution check when you try to accomplish tasks like the following:</p><ul><li>Hold your breath</li><li>March or labor for hours without rest</li><li>Go without sleep</li><li>Survive without food or water</li><li>Quaff an entire stein of ale in one go</li></ul><h3>Hit Points</h3><p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p><p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p><h2>Intelligence</h2><p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p><h3>Intelligence Checks</h3><p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p><p><strong>Arcana. </strong>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p><p><strong>History. </strong>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p><p><strong>Investigation.</strong> When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p><p><strong>Nature. </strong>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p><p><strong>Religion.</strong> Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p><p><strong>Other Intelligence Checks. </strong>The GM might call for an Intelligence check when you try to accomplish tasks like the following:</p><ul><li>Communicate with a creature without using words</li><li>Estimate the value of a precious item</li><li>Pull together a disguise to pass as a city guard</li><li>Forge a document</li><li>Recall lore about a craft or trade</li><li>Win a game of skill</li></ul><h3>Spellcasting Ability</h3><p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Wisdom</h2><p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p><h3>Wisdom Checks</h3><p>A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p><p><strong>Animal Handling. </strong>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p><p><strong>Insight.</strong> Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p><p><strong>Medicine.</strong> A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p><strong>Perception.</strong> Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p><p><strong>Survival. </strong>The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p><p><strong>Other Wisdom Checks. </strong>The GM might call for a Wisdom check when you try to accomplish tasks like the following:</p><ul><li>Get a gut feeling about what course of action to follow</li><li>Discern whether a seemingly dead or living creature is undead</li></ul><h3>Spellcasting Ability</h3><p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Charisma</h2><p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p><h3>Charisma Checks</h3><p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p><p><strong>Deception.</strong> Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p><strong>Intimidation. </strong>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p><p><strong>Performance.</strong> Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p><p><strong>Persuasion. </strong>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 Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p><strong>Other Charisma Checks. </strong>The GM might call for a Charisma check when you try to accomplish tasks like the following:</p><ul><li>Find the best person to talk to for news, rumors, and gossip</li><li>Blend into a crowd to get the sense of key topics of conversation</li></ul><h3>Spellcasting Ability</h3><p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>
<p>Chaque tâche qu'un personnage ou un monstre pourrait tenter dans le jeu est couverte par l'une des six capacités. Cette section explique plus en détail ce que signifient ces capacités et la manière dont elles sont utilisées dans le jeu.</p><h2>Force</h2><p>La force mesure la puissance corporelle, l'entraînement sportif et la mesure dans laquelle vous pouvez exercer une force physique brute.</p><h3>Vérifications de la force</h3><p>Une vérification de la force peut modéliser toute tentative de soulever, pousser, tirer ou casser quelque chose, de forcer votre corps à traverser un espace ou autrement appliquer la force brute à une situation. La compétence Athlétisme reflète l'aptitude à certains types de tests de Force.</p><p><strong>Athlétisme.</strong> Votre test de Force (Athlétisme) couvre les situations difficiles que vous rencontrez en grimpant, en sautant ou en nageant. Les exemples incluent les activités suivantes :</p><ul><li>Vous essayez d'escalader une falaise abrupte ou glissante, d'éviter les dangers en escaladant un mur ou de vous accrocher à une surface alors que quelque chose essaie de vous renverser.</li ><li>Vous essayez de sauter une distance inhabituellement longue ou de réussir un saut en plein milieu.</li><li>Vous avez du mal à nager ou à rester à flot dans des courants perfides, des vagues agitées par la tempête ou des zones d'algues épaisses. Ou une autre créature essaie de vous pousser ou de vous tirer sous l'eau ou d'interférer avec votre nage.</li></ul><p><strong>Autres jets de force. </strong>Le MJ peut également demander un test de Force lorsque vous essayez d'accomplir des tâches telles que les suivantes :</p><ul><li>Forcer l'ouverture d'une porte bloquée, verrouillée ou barrée</li><li> Libérez-vous des liens</li> <li>Poussez dans un tunnel trop petit</li> <li>Accrochez-vous à un chariot tout en étant traîné derrière lui</li> <li>Basculez sur une statue</li ><li>Empêcher un rocher de rouler</li></ul><h3>Jets d'attaque et dégâts</h3><p>Vous ajoutez votre modificateur de Force à votre jet d'attaque et à votre jet de dégâts lorsque vous attaquez avec une arme de mêlée comme une masse, une hache de guerre ou un javelot. Vous utilisez des armes de mêlée pour effectuer des attaques de mêlée au corps à corps, et certaines d'entre elles peuvent être lancées pour effectuer une attaque à distance.</p><h3>Soulever et porter</h3><p>Votre score de Force détermine le montant de poids que vous pouvez supporter. Les termes suivants définissent ce que vous pouvez soulever ou transporter.</p><p><strong>Capacité de charge. </strong>Votre capacité de charge est votre score de Force multiplié par 15. Il s'agit du poids (en livres) que vous pouvez porter, ce qui est suffisamment élevé pour que la plupart des personnages n'aient généralement pas à s'en soucier.</p>< p><strong>Poussez, faites glisser ou soulevez. </strong>Vous pouvez pousser, traîner ou soulever un poids en livres jusqu'à deux fois votre capacité de charge (ou 30 fois votre score de Force). Lorsque vous poussez ou traînez un poids dépassant votre capacité de charge, votre vitesse chute à 1,5 mètre.</p><p><strong>Taille et force. </strong>Les créatures plus grandes peuvent supporter plus de poids, tandis que les créatures minuscules peuvent en porter moins. Pour chaque catégorie de taille au-dessus de Moyen, doublez la capacité de charge de la créature et la quantité qu'elle peut pousser, traîner ou soulever. Pour une créature Tiny, divisez ces poids par deux.</p><h3>Variante : Encombrement</h3><p>Les règles de levage et de transport sont intentionnellement simples. Voici une variante si vous cherchez des règles plus détaillées pour déterminer comment un personnage est gêné par le poids des équipements. Lorsque vous utilisez cette variante, ignorez la colonne Force du tableau Armure.</p><p>Si vous portez un poids supérieur à 5 fois votre score de Force, vous êtes <strong>encombré</strong>, ce qui signifie que votre vitesse chute de 10 pieds.</p><p>Si vous portez un poids supérieur à 10 fois votre score de Force, jusqu'à votre capacité de charge maximale, vous êtes à la place <strong>fortement encombré</strong>, ce qui signifie que votre vitesse diminue de 6 mètres et vous avez un désavantage aux tests de caractéristiques, aux jets d'attaque et aux jets de sauvegarde qui utilisent la Force, la Dextérité ou la Constitution.</p><h2>Dextérité</h2><p>La dextérité mesure l'agilité, les réflexes et l'équilibre. </p><h3>Tests de dextérité</h3><p>Un test de dextérité peut modéliser toute tentative de se déplacer avec agilité, rapidité ou silence, ou d'éviter de tomber sur des pieds difficiles. Les compétences Acrobatie, Tour de passe-passe et Furtivité reflètent l'aptitude à certains types de tests de Dextérité.</p><p><strong>Acrobatie. </strong>Votre test de Dextérité (acrobaties) couvre votre tentative de rester debout dans une situation délicate, comme lorsque vous essayez de courir sur une plaque de glace, de vous tenir en équilibre sur une corde raide ou de rester debout sur un navire qui se balance plate-forme. Le MJ peut également demander un test de Dextérité (acrobatie) pour voir si vous pouvez effectuer des cascades acrobatiques, y compris des plongeons, des tonneaux, des sauts périlleux et des pirouettes.</p><p><strong>Tour de passe-passe. </strong>Chaque fois que vous tentez un acte de tour de passe-passe ou une ruse manuelle, comme planter quelque chose sur quelqu'un d'autre ou dissimuler un objet sur vous-même, faites un jet de Dextérité (Tour de passe-passe). Le MJ peut également demander un test de Dextérité (Tour de passe-passe) pour déterminer si vous pouvez soulever un porte-monnaie d'une autre personne ou glisser quelque chose de la poche d'une autre personne.</p><p><strong>Discrétion. </strong>Effectuez un test de Dextérité (Discrétion) lorsque vous tentez de vous dissimuler aux ennemis, de vous faufiler devant les gardes, de vous éclipser sans vous faire remarquer ou se faufiler sur quelqu'un sans être vu ni entendu.</p><p><strong>Autres tests de dextérité. </strong>Le MJ peut demander un test de Dextérité lorsque vous essayez d'accomplir des tâches telles que:</p><ul><li>Contrôlez un chariot lourdement chargé dans une descente abrupte</li><li>Dirigez un chariot autour d'un virage serré</li> <li>Crochez une serrure</li> <li>Désactivez un piège</li> <li>Fixez un prisonnier en toute sécurité</li> <li>Se libérer des liens</li> li><li>Jouer d'un instrument à cordes</li><li>Créer un objet petit ou détaillé</li></ul><h3>Jets d'attaque et dégâts</h3><p>Vous ajoutez votre modificateur de Dextérité à votre jet d'attaque et votre jet de dégâts lorsque vous attaquez avec une arme à distance, comme une fronde ou un arc long. Vous pouvez également ajouter votre modificateur de Dextérité à votre jet d'attaque et à votre jet de dégâts lorsque vous attaquez avec une arme de mêlée qui a la propriété finesse, comme un poignard ou une rapière.</p><h3>Classe d'armure</h3><p >Selon l'armure que vous portez, vous pouvez ajouter une partie ou la totalité de votre modificateur de Dextérité à votre classe d'armure.</p><h3>Initiative</h3><p>Au début de chaque combat, vous lancez l'initiative en faisant un test de Dextérité. L'initiative détermine l'ordre des tours des créatures au combat.</p><hr /><h4>Se cacher</h4><p>Le MJ décide quand les circonstances sont appropriées pour se cacher. Lorsque vous essayez de vous cacher, faites un jet de Dextérité (Discrétion). Jusqu'à ce que vous soyez découvert ou que vous cessiez de vous cacher, le total de ce test est contesté par le test de Sagesse (Perception) de toute créature qui recherche activement des signes de votre présence.</p><p>Vous ne pouvez pas vous cacher d'une créature qui peut vous voyez clairement et vous dévoilez votre position si vous faites du bruit, comme en criant un avertissement ou en renversant un vase.</p><p>Une créature invisible peut toujours essayer de se cacher. Des signes de son passage peuvent encore être remarqués, et il doit rester silencieux.</p><p>Au combat, la plupart des créatures restent attentives aux signes de danger tout autour, donc si vous sortez de votre cachette et que vous vous approchez d'une créature, il vous voit généralement. Cependant, dans certaines circonstances, le MJ peut vous permettre de rester caché lorsque vous vous approchez d'une créature distraite, ce qui vous permet d'obtenir un avantage lors d'un jet d'attaque avant d'être vu.</p><p><strong>Perception passive. </strong> Lorsque vous vous cachez, il y a une chance que quelqu'un vous remarque même s'il ne cherche pas. Pour déterminer si une telle créature vous remarque, le MJ compare votre test de Dextérité (Discrétion) avec le score passif de Sagesse (Perception) de cette créature, qui est égal à 10 + le modificateur de Sagesse de la créature, ainsi que tout autre bonus ou malus. Si la créature a un avantage, ajoutez 5. Pour un désavantage, soustrayez 5. Par exemple, si un personnage de niveau 1 (avec un bonus de maîtrise de +2) a une Sagesse de 15 (un modificateur de +2) et une maîtrise de la Perception, il ou elle a une Sagesse (Perception) passive de 14.</p><p><strong>Que pouvez-vous voir? </strong>L'un des principaux facteurs pour déterminer si vous pouvez trouver une créature ou un objet caché est la qualité de votre vision dans une zone, qui peut être <strong>légèrement</strong> ou <strong>fortement obscurcie</strong >, comme expliqué dans @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{L'Environnement}.</p><hr /><h2>Constitution</h2><p>La Constitution mesure la santé, l'endurance, et force vitale.</p><p>Constitution Checks Les tests de Constitution sont rares, et aucune compétence ne s'applique aux tests de Constitution, car l'endurance que représente cette capacité est en grande partie passive plutôt que d'impliquer un effort spécifique de la part d'un personnage ou d'un monstre. Cependant, un test de Constitution peut modéliser votre tentative de pousser au-delà des limites normales.</p><p>Le MJ peut demander un test de Constitution lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li> Retenez votre respiration</li><li>Marchez ou travaillez pendant des heures sans repos</li><li>Allez sans dormir</li><li>Survivez sans nourriture ni eau</li><li>Buvez une chope entière de bière en une fois</li></ul><h3>Points de vie</h3><p>Votre modificateur de Constitution contribue à vos points de vie. En règle générale, vous ajoutez votre modificateur de Constitution à chaque dé de vie que vous lancez pour vos points de vie.</p><p>Si votre modificateur de Constitution change, votre maximum de points de vie change également, comme si vous aviez le nouveau modificateur depuis le niveau 1. Par exemple, si vous augmentez votre valeur de Constitution lorsque vous atteignez le niveau 4 et que votre modificateur de Constitution passe de +1 à +2, vous ajustez votre maximum de points de vie comme si le modificateur avait toujours été de +2. Vous ajoutez donc 3 points de vie pour vos trois premiers niveaux, puis lancez vos points de vie pour le 4ème niveau en utilisant votre nouveau modificateur. Ou si vous êtes au niveau 7 et qu'un effet réduit votre valeur de Constitution de manière à réduire votre modificateur de Constitution de 1, votre maximum de points de vie est réduit de 7.</p><h2>Intelligence</h2><p>Mesures d'intelligence l'acuité mentale, l'exactitude du rappel et la capacité de raisonner.</p><h3>Vérifications d'Intelligence</h3><p>Une vérification d'Intelligence entre en jeu lorsque vous devez faire appel à la logique, à l'éducation, à la mémoire ou au raisonnement déductif . Les compétences Arcanes, Histoire, Enquête, Nature et Religion reflètent l'aptitude à certains types de tests d'Intelligence.</p><p><strong>Arcaña. </strong>Votre test d'Intelligence (Arcanes) mesure votre capacité à vous rappeler des connaissances sur les sorts, les objets magiques, les symboles eldritch, les traditions magiques, les plans d'existence et les habitants de ces plans.</p><p><strong> Histoire. </strong>Votre contrôle d'Intelligence (Histoire) mesure votre capacité à vous rappeler des événements historiques, des personnages légendaires, des royaumes anciens, des conflits passés, des guerres récentes et des civilisations perdues.</p><p><strong>Enquête.</strong> strong> Lorsque vous cherchez des indices et faites des déductions basées sur ces indices, vous faites un test d'Intelligence (Enquête). Vous pouvez déduire l'emplacement d'un objet caché, discerner à partir de l'apparence d'une blessure quel type d'arme lui a infligé, ou déterminer le point le plus faible d'un tunnel qui pourrait le faire s'effondrer. Plonger dans d'anciens parchemins à la recherche d'un fragment de connaissance caché peut également nécessiter un test d'Intelligence (Enquête).</p><p><strong>Nature. </strong>Votre test d'Intelligence (Nature) mesure votre capacité à vous rappeler des connaissances sur le terrain, les plantes et les animaux, la météo et les cycles naturels.</p><p><strong>Religion.</strong> Votre Intelligence (Religion ) check mesure votre capacité à vous souvenir des traditions sur les divinités, les rites et les prières, les hiérarchies religieuses, les symboles sacrés et les pratiques des cultes secrets.</p><p><strong>Autres tests d'intelligence. </strong>Le MJ peut demander un test d'Intelligence lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li>Communiquer avec une créature sans utiliser de mots</li><li>Estimer la valeur de un objet précieux</li><li>Rassemblez un déguisement pour vous faire passer pour un garde de la ville</li><li>Faux un document</li><li>Rappelez-vous des traditions sur un artisanat ou un commerce</li><li >Gagner une partie d'adresse</li></ul><h3>Capacité d'incantation</h3><p>Les sorciers utilisent l'Intelligence comme capacité d'incantation, ce qui aide à déterminer le DD du jet de sauvegarde des sorts qu'ils lancent.</p> <h2>Sagesse</h2><p>La Sagesse reflète à quel point vous êtes sensible au monde qui vous entoure et représente la perspicacité et l'intuition.</p><h3>Vérifications de Sagesse</h3><p>Une vérification de Sagesse peut refléter une effort pour lire le langage corporel, comprendre les sentiments de quelqu'un, remarquer des choses sur l'environnement ou prendre soin d'une personne blessée. Les compétences Manipulation des animaux, Perspicacité, Médecine, Perception et Survie reflètent l'aptitude à certains types de tests de Sagesse.</p><p><strong>Manipulation des animaux. </strong>Lorsque vous vous demandez si vous pouvez calmer un animal domestique, empêcher une monture d'être effrayée ou deviner les intentions d'un animal, le MJ peut demander un jet de Sagesse (Manipulation des animaux). Vous effectuez également un test de Sagesse (Manipulation des animaux) pour contrôler votre monture lorsque vous tentez une manœuvre risquée.</p><p><strong>Perspicacité.</strong> Votre test de Sagesse (Perspicacité) détermine si vous pouvez déterminer le vrai intentions d'une créature, par exemple lorsqu'il cherche un mensonge ou prédit le prochain mouvement de quelqu'un. Cela implique de glaner des indices sur le langage corporel, les habitudes d'élocution et les changements de comportement.</p><p><strong>Médecine.</strong> Un test de Sagesse (Médecine) vous permet d'essayer de stabiliser un compagnon mourant ou de diagnostiquer un maladie.</p><p><strong>Perception.</strong> Votre test de Sagesse (Perception) vous permet de repérer, d'entendre ou de détecter la présence de quelque chose. Il mesure votre perception générale de votre environnement et l'acuité de vos sens. Par exemple, vous pouvez essayer d'entendre une conversation à travers une porte fermée, écouter sous une fenêtre ouverte ou entendre des monstres se déplacer furtivement dans la forêt. Ou vous pourriez essayer de repérer des choses qui sont obscurcies ou faciles à manquer, qu'il s'agisse d'orcs embusqués sur une route, de voyous cachés dans l'ombre d'une ruelle ou de bougies sous une porte secrète fermée.</p><p> <strong>Survie. </strong>Le MJ peut vous demander de faire un test de Sagesse (Survie) pour suivre des pistes, chasser du gibier sauvage, guider votre groupe à travers des friches gelées, identifier des signes indiquant que des ours hiboux vivent à proximité, prédire la météo ou éviter les sables mouvants et autres dangers naturels .</p><p><strong>Autres contrôles de sagesse. </strong>Le MJ peut demander un test de Sagesse lorsque vous essayez d'accomplir des tâches comme celles-ci :</p><ul><li>Ayez une idée de la marche à suivre</li><li> Déterminer si une créature apparemment morte ou vivante est un mort-vivant</li></ul><h3>Capacité d'incantation</h3><p>Les prêtres, les druides et les rôdeurs utilisent la Sagesse comme capacité d'incantation, ce qui aide à déterminer les DD du jet de sauvegarde de sorts qu'ils lancent.</p><h2>Charisme</h2><p>Le charisme mesure votre capacité à interagir efficacement avec les autres. Il inclut des facteurs tels que la confiance et l'éloquence, et peut représenter une personnalité charmante ou imposante.</p><h3>Tests de Charisme</h3><p>Un test de Charisme peut survenir lorsque vous essayez d'influencer ou de divertir les autres, lorsque vous essayez de faire bonne impression ou de dire un mensonge convaincant, ou lorsque vous naviguez dans une situation sociale délicate. Les compétences Tromperie, Intimidation, Performance et Persuasion reflètent l'aptitude à certains types de tests de Charisme.</p><p><strong>Tromperie.</strong> Votre test de Charisme (Tromperie) détermine si vous pouvez cachez la vérité de manière convaincante, que ce soit verbalement ou par vos actions. Cette tromperie peut englober tout, de tromper les autres par l'ambiguïté à dire des mensonges éhontés. Les situations typiques incluent essayer de parler rapidement à un garde, escroquer un commerçant, gagner de l'argent grâce au jeu, se faire passer pour un déguisement, émousser les soupçons de quelqu'un avec de fausses assurances ou garder un visage impassible tout en racontant un mensonge flagrant.</p><p> <strong>Intimidation. </strong>Lorsque vous tentez d'influencer quelqu'un par des menaces ouvertes, des actions hostiles et la violence physique, le MJ peut vous demander de faire un test de Charisme (Intimidation). Par exemple, essayer d'extraire des informations d'un prisonnier, convaincre des voyous de reculer devant une confrontation ou utiliser le bord d'une bouteille cassée pour convaincre un vizir ricanant de reconsidérer une décision.</p><p><strong>Performance .</strong> Votre test de Charisme (Performance) détermine dans quelle mesure vous pouvez ravir un public avec de la musique, de la danse, du théâtre, des contes ou toute autre forme de divertissement.</p><p><strong>Persuasion. </strong>Lorsque vous tentez d'influencer quelqu'un ou un groupe de personnes avec tact, grâces sociales ou bonne nature, le MJ peut vous demander de faire un test de Charisme (Persuasion). En règle générale, vous utilisez la persuasion lorsque vous agissez de bonne foi, pour favoriser des amitiés, faire des demandes cordiales ou faire preuve d'une étiquette appropriée. Par exemple, pour persuader les autres, vous pouvez convaincre un chambellan de laisser votre groupe voir le roi, négocier la paix entre des tribus en guerre ou inspirer une foule de citadins.</p><p><strong>Autres tests de charisme. </strong>Le MJ peut demander un test de Charisme lorsque vous essayez d'accomplir des tâches telles que les suivantes :</p><ul><li>Trouvez la meilleure personne à qui parler pour les nouvelles, les rumeurs et les commérages</li> <li>Mêlez-vous à une foule pour comprendre les principaux sujets de conversation</li></ul><h3>Capacité d'incantation</h3><p>Les bardes, paladins, sorciers et sorciers utilisent le Charisme comme capacité d'incantation , qui aide à déterminer le DD des jets de sauvegarde des sorts qu'ils lancent.</p>
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<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p><h2>Strength</h2><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><h3>Strength Checks</h3><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p><p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><ul><li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li><li>You try to jump an unusually long distance or pull off a stunt midjump.</li><li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li></ul><p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following:</p><ul><li>Force open a stuck, locked, or barred door</li><li>Break free of bonds</li><li>Push through a tunnel that is too small</li><li>Hang on to a wagon while being dragged behind it</li><li>Tip over a statue</li><li>Keep a boulder from rolling</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p><h3>Lifting and Carrying</h3><p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p><p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p><p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p><h3>Variant: Encumbrance</h3><p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p><p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p><p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><h2>Dexterity</h2><p>Dexterity measures agility, reflexes, and balance.</p><h3>Dexterity Checks</h3><p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p><p><strong>Acrobatics. </strong>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p><p><strong>Sleight of Hand. </strong>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (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.</p><p><strong>Stealth. </strong>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p><p><strong>Other Dexterity Checks. </strong>The GM might call for a Dexterity check when you try to accomplish tasks like the following:</p><ul><li>Control a heavily laden cart on a steep descent</li><li>Steer a chariot around a tight turn</li><li>Pick a lock</li><li>Disable a trap</li><li>Securely tie up a prisoner</li><li>Wriggle free of bonds</li><li>Play a stringed instrument</li><li>Craft a small or detailed object</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p><h3>Armor Class</h3><p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.</p><h3>Initiative</h3><p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.</p><hr /><h4>Hiding</h4><p>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p><p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.</p><p>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p><p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p><p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p><p><strong>What Can You See? </strong>One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured</strong>, as explained in @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{The Environment}.</p><hr /><h2>Constitution</h2><p>Constitution measures health, stamina, and vital force.</p><p>Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p><p>The GM might call for a Constitution check when you try to accomplish tasks like the following:</p><ul><li>Hold your breath</li><li>March or labor for hours without rest</li><li>Go without sleep</li><li>Survive without food or water</li><li>Quaff an entire stein of ale in one go</li></ul><h3>Hit Points</h3><p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p><p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p><h2>Intelligence</h2><p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p><h3>Intelligence Checks</h3><p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p><p><strong>Arcana. </strong>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p><p><strong>History. </strong>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p><p><strong>Investigation.</strong> When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p><p><strong>Nature. </strong>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p><p><strong>Religion.</strong> Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p><p><strong>Other Intelligence Checks. </strong>The GM might call for an Intelligence check when you try to accomplish tasks like the following:</p><ul><li>Communicate with a creature without using words</li><li>Estimate the value of a precious item</li><li>Pull together a disguise to pass as a city guard</li><li>Forge a document</li><li>Recall lore about a craft or trade</li><li>Win a game of skill</li></ul><h3>Spellcasting Ability</h3><p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Wisdom</h2><p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p><h3>Wisdom Checks</h3><p>A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p><p><strong>Animal Handling. </strong>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p><p><strong>Insight.</strong> Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p><p><strong>Medicine.</strong> A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p><strong>Perception.</strong> Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p><p><strong>Survival. </strong>The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p><p><strong>Other Wisdom Checks. </strong>The GM might call for a Wisdom check when you try to accomplish tasks like the following:</p><ul><li>Get a gut feeling about what course of action to follow</li><li>Discern whether a seemingly dead or living creature is undead</li></ul><h3>Spellcasting Ability</h3><p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Charisma</h2><p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p><h3>Charisma Checks</h3><p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p><p><strong>Deception.</strong> Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p><strong>Intimidation. </strong>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p><p><strong>Performance.</strong> Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p><p><strong>Persuasion. </strong>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 Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p><strong>Other Charisma Checks. </strong>The GM might call for a Charisma check when you try to accomplish tasks like the following:</p><ul><li>Find the best person to talk to for news, rumors, and gossip</li><li>Blend into a crowd to get the sense of key topics of conversation</li></ul><h3>Spellcasting Ability</h3><p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>
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<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p><h2>Strength</h2><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><h3>Strength Checks</h3><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p><p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><ul><li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li><li>You try to jump an unusually long distance or pull off a stunt midjump.</li><li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li></ul><p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following:</p><ul><li>Force open a stuck, locked, or barred door</li><li>Break free of bonds</li><li>Push through a tunnel that is too small</li><li>Hang on to a wagon while being dragged behind it</li><li>Tip over a statue</li><li>Keep a boulder from rolling</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p><h3>Lifting and Carrying</h3><p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p><p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p><p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p><h3>Variant: Encumbrance</h3><p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p><p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p><p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><h2>Dexterity</h2><p>Dexterity measures agility, reflexes, and balance.</p><h3>Dexterity Checks</h3><p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p><p><strong>Acrobatics. </strong>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p><p><strong>Sleight of Hand. </strong>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (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.</p><p><strong>Stealth. </strong>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p><p><strong>Other Dexterity Checks. </strong>The GM might call for a Dexterity check when you try to accomplish tasks like the following:</p><ul><li>Control a heavily laden cart on a steep descent</li><li>Steer a chariot around a tight turn</li><li>Pick a lock</li><li>Disable a trap</li><li>Securely tie up a prisoner</li><li>Wriggle free of bonds</li><li>Play a stringed instrument</li><li>Craft a small or detailed object</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p><h3>Armor Class</h3><p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.</p><h3>Initiative</h3><p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.</p><hr /><h4>Hiding</h4><p>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p><p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.</p><p>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p><p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p><p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p><p><strong>What Can You See? </strong>One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured</strong>, as explained in @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{The Environment}.</p><hr /><h2>Constitution</h2><p>Constitution measures health, stamina, and vital force.</p><p>Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p><p>The GM might call for a Constitution check when you try to accomplish tasks like the following:</p><ul><li>Hold your breath</li><li>March or labor for hours without rest</li><li>Go without sleep</li><li>Survive without food or water</li><li>Quaff an entire stein of ale in one go</li></ul><h3>Hit Points</h3><p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p><p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p><h2>Intelligence</h2><p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p><h3>Intelligence Checks</h3><p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p><p><strong>Arcana. </strong>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p><p><strong>History. </strong>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p><p><strong>Investigation.</strong> When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p><p><strong>Nature. </strong>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p><p><strong>Religion.</strong> Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p><p><strong>Other Intelligence Checks. </strong>The GM might call for an Intelligence check when you try to accomplish tasks like the following:</p><ul><li>Communicate with a creature without using words</li><li>Estimate the value of a precious item</li><li>Pull together a disguise to pass as a city guard</li><li>Forge a document</li><li>Recall lore about a craft or trade</li><li>Win a game of skill</li></ul><h3>Spellcasting Ability</h3><p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Wisdom</h2><p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p><h3>Wisdom Checks</h3><p>A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p><p><strong>Animal Handling. </strong>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p><p><strong>Insight.</strong> Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p><p><strong>Medicine.</strong> A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p><strong>Perception.</strong> Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p><p><strong>Survival. </strong>The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p><p><strong>Other Wisdom Checks. </strong>The GM might call for a Wisdom check when you try to accomplish tasks like the following:</p><ul><li>Get a gut feeling about what course of action to follow</li><li>Discern whether a seemingly dead or living creature is undead</li></ul><h3>Spellcasting Ability</h3><p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Charisma</h2><p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p><h3>Charisma Checks</h3><p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p><p><strong>Deception.</strong> Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p><strong>Intimidation. </strong>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p><p><strong>Performance.</strong> Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p><p><strong>Persuasion. </strong>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 Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p><strong>Other Charisma Checks. </strong>The GM might call for a Charisma check when you try to accomplish tasks like the following:</p><ul><li>Find the best person to talk to for news, rumors, and gossip</li><li>Blend into a crowd to get the sense of key topics of conversation</li></ul><h3>Spellcasting Ability</h3><p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>
<p>Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.</p><h2>Strength</h2><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><h3>Strength Checks</h3><p>A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.</p><p><strong>Athletics.</strong> Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p><ul><li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li><li>You try to jump an unusually long distance or pull off a stunt midjump.</li><li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li></ul><p><strong>Other Strength Checks. </strong>The GM might also call for a Strength check when you try to accomplish tasks like the following:</p><ul><li>Force open a stuck, locked, or barred door</li><li>Break free of bonds</li><li>Push through a tunnel that is too small</li><li>Hang on to a wagon while being dragged behind it</li><li>Tip over a statue</li><li>Keep a boulder from rolling</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in handto-hand combat, and some of them can be thrown to make a ranged attack.</p><h3>Lifting and Carrying</h3><p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p><p><strong>Carrying Capacity. </strong>Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p><p><strong>Push, Drag, or Lift. </strong>You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p><strong>Size and Strength. </strong>Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p><h3>Variant: Encumbrance</h3><p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.</p><p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p><p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead<strong> heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><h2>Dexterity</h2><p>Dexterity measures agility, reflexes, and balance.</p><h3>Dexterity Checks</h3><p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p><p><strong>Acrobatics. </strong>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p><p><strong>Sleight of Hand. </strong>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (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.</p><p><strong>Stealth. </strong>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p><p><strong>Other Dexterity Checks. </strong>The GM might call for a Dexterity check when you try to accomplish tasks like the following:</p><ul><li>Control a heavily laden cart on a steep descent</li><li>Steer a chariot around a tight turn</li><li>Pick a lock</li><li>Disable a trap</li><li>Securely tie up a prisoner</li><li>Wriggle free of bonds</li><li>Play a stringed instrument</li><li>Craft a small or detailed object</li></ul><h3>Attack Rolls and Damage</h3><p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p><h3>Armor Class</h3><p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.</p><h3>Initiative</h3><p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat.</p><hr /><h4>Hiding</h4><p>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p><p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.</p><p>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p><p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p><p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p><p><strong>What Can You See? </strong>One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured</strong>, as explained in @UUID[Compendium.dnd5e.rules.aYmUMcQfSIqYWpKk.JournalEntryPage.9jyye7TeGlY4FRf3]{The Environment}.</p><hr /><h2>Constitution</h2><p>Constitution measures health, stamina, and vital force.</p><p>Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p><p>The GM might call for a Constitution check when you try to accomplish tasks like the following:</p><ul><li>Hold your breath</li><li>March or labor for hours without rest</li><li>Go without sleep</li><li>Survive without food or water</li><li>Quaff an entire stein of ale in one go</li></ul><h3>Hit Points</h3><p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p><p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p><h2>Intelligence</h2><p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p><h3>Intelligence Checks</h3><p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p><p><strong>Arcana. </strong>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p><p><strong>History. </strong>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p><p><strong>Investigation.</strong> When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p><p><strong>Nature. </strong>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p><p><strong>Religion.</strong> Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p><p><strong>Other Intelligence Checks. </strong>The GM might call for an Intelligence check when you try to accomplish tasks like the following:</p><ul><li>Communicate with a creature without using words</li><li>Estimate the value of a precious item</li><li>Pull together a disguise to pass as a city guard</li><li>Forge a document</li><li>Recall lore about a craft or trade</li><li>Win a game of skill</li></ul><h3>Spellcasting Ability</h3><p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Wisdom</h2><p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p><h3>Wisdom Checks</h3><p>A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p><p><strong>Animal Handling. </strong>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p><p><strong>Insight.</strong> Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p><p><strong>Medicine.</strong> A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p><strong>Perception.</strong> Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p><p><strong>Survival. </strong>The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p><p><strong>Other Wisdom Checks. </strong>The GM might call for a Wisdom check when you try to accomplish tasks like the following:</p><ul><li>Get a gut feeling about what course of action to follow</li><li>Discern whether a seemingly dead or living creature is undead</li></ul><h3>Spellcasting Ability</h3><p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p><h2>Charisma</h2><p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p><h3>Charisma Checks</h3><p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p><p><strong>Deception.</strong> Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fasttalk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p><p><strong>Intimidation. </strong>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p><p><strong>Performance.</strong> Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p><p><strong>Persuasion. </strong>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 Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p><p><strong>Other Charisma Checks. </strong>The GM might call for a Charisma check when you try to accomplish tasks like the following:</p><ul><li>Find the best person to talk to for news, rumors, and gossip</li><li>Blend into a crowd to get the sense of key topics of conversation</li></ul><h3>Spellcasting Ability</h3><p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>
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