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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Ability Checks] l-for example, "Make a Wisdom (Perception) check." At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his ar her profic...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] l ability check. . For example, if a characler attempts lo climb up a dangerous cliff, lhe Dungeon Masler mighl ask for a Slrenglh (Alhlelics) check. lf lhe characler is proficienl in Athletics, the characler's proficiency bonus i...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] r proficiency in a skill applies only lo a specific kind of abilily check. Proficiency in Alhlelics, for example, usually applics lo Slrenglh checks. In some situations, lhough, your proficiency mighl reasonably apply lo a differe...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] mighl ask for a check using an unusual combinalion of abilily and skill, or you mighl ask your DM if you can applya proficiency to a differenl check. For example, if you have lo swim from an offshore island to lhe mainland, your D...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] re proficienl in Alhlelics, you apply your proficiency honus to lhe Conslilulion checkjusl as you would normally do for a Slrenglh (Alhlelics) check. SimilarIy, when your half-orc barbarian uses a display of raw slrenglh to inlimi...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] olve any die rolls. Such a check can represenl lhe average resull for a task done repealedly, such as searching for secrel doors over and over again. or can be used when the DM wanls lo secretly determine whelher lhe characters su...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] k If the characler has advanlage on lhe check, add 5. For disadvanlage, suhlract 5. The game refers lo a passive check lotai as a score. For example. if a 1st-levei character has a Wisdom of 15 and proficiency in Perceplion. he or...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] below rely on passive cbecks, as do lhe exploralion rules in chapler 8. WORKING TOGETHER Some times lwo or more characlers leam up to allempt a lask. The characler who's leading lhe effort-or lhe one wilb lhe highesl abilily modif...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] . In combal, lhis requires lhe Help aclion (see chapler 9). A character can only provide help if lhe lask is one lhat he or she cOllld allempt alone. For example, trying lo open a lock requires proficiency wilh lhieves' lools, so ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] elp only when two or more individuais working logelher would aclually be produclive. Some lasks, such as lbreading a needle. are no easier with help. GROUP CHECKS When a number of individuais are lrying to accomplish somelhing as ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] lbe abilily check. lf alleasl half lhe group sllcceeds, the wbole group succeeds. Otherwise, lhe group fails. Group checks don't come up very often. and lhey're most useful wben ali lhe characlers succeed or fail as a group. For e...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] natural hazards of lhe environmenl. If at least half the group succeeds, lhe successful characlers are ablc to guide lhcir companions oul of danger. Olherwise, lhe group slumbles inlo one of lhese hazards. USING EACH ABILITY Every...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ways lhey are used in lhe game. STRENGTH Slrenglh measures bodily power, athlelic training, and the exlenllo which you can exert raw physical force. STRENGTH CHECKS A Slrenglh check can model any atlempllo lifl, p"sh, pull, or bre...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] kinds of Slrength checks. Athletics. Your Strenglh (Alhlelics) check covers difficult situations YOllencollnler while c1imbing, jumping. or swimming. Examples include tbe following aclivilies: You attempt lo climh a sheer or slipp...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] g distance or pull off a slunl midjump. You slruggle lo swim or slay afloal in lreacherous cur- renls, slorm-lossed waves, or areas of lhick seaweed. Or anolher crealure lries lo push or pull you underwa- ler or olherwise interfer...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] her Strength Checks. The DM mighl also call for a Slrcngtb check when you lry to accomplish tasks like lhe following: PART 2 LJSL G -\BILlIT S i)RE . 'j6 Force open a stuck, locked, or barred door Break free of bonds Push through ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] Vou 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. Vou use melee weapons to make melee attacks in hand-to-hand combat, and some of ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] u can bear. The following terms define what you can lift or carry. Carrying Capacity. Vour carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that mos...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] or 30 times your Slrength score). While pushing or dragging wcight in excess ofyour carrying capacity, your speed drops lo 5 fee!. Size and Strength. Larger crealures can bear more weighl, whereas Tiny creatures can carry less. Fo...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] a Tiny creature, halve lhese weighls. PART 2 I USING ABILlTY soaREs VARIANT: ENCUMBRANCE The rules for lifling and carrying are inlentionally simple. Here is a variant ifyou are looking for more detailed rules for delermining how ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 fee!. If you carry weighl in excess of 10 times your Slrenglh score, up to your maximum...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] y checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. DEXTERITY Dexterily measures agility, reflexes, and balance. DEXTERITY CHECKS A Dexterity check can model any attempt to move nimbly, quickly...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] rom falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. Acrobatics. Vour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] all for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. . Sleight af Hand. Whenever you attempt an act of legerdemain or manual triekery, such as planting ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] (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. SteaJth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemie...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ourself from enemies, slink past guards, slip away without being notieed, or sneak up on someone without being seen or heard. Other Dexterity Checks. The DM might call for a Dexterity check when you try to accomplish tasks like th...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ND DAMAGE Vou 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. Vou can also add your Dexterity modifier to your attack roll and your damage rol...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] 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. You can't hide from a creature that can see you. and if you make noise (such as s...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] uiet. In combat, most creatures stay alert for signs of danger ali around, 50 if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] dvantage on an attack before you are seen. Passive Pereeptian. 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 DM compares your Dexterity...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ls 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. Ifthe creature has advantage, add 5. For disadvantage, subtract 5. For example, if a lst.level character (with a proficiency bonus of +2) has a Wis...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] r you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8. ~ ~ ARMOR CLASS Depending on the armor you wear, you might add some or alI of yo...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] e determines the order of creatures' turos in combat, as described in chapter 9. CONSTITUTION Constitution measures health, stamina, and vital force. CONSTlTUTlON CHECKS Constitution checks are uncommon, and no skills apply to Con...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normallimits, however. The DM might call for a Constitution check when you try to accomplish tasks like ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] our Constitution modifier contributes to your hit points. Typieally, you add your Constitution modifier to each Hit Die you roll for your hit points. Ifyour Constitution modifier changes, your hit point maximum changes as well, as...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] reach 4th levei 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 leveis, and then roll your hit point...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] difier by 1,Yotlr hit point maximum is reduced by 7. INTELLIGENCE lntelligence measures mental acuity. accuracy of recall, and the ability to reason. INTELLIGENCE CHECKS An lntelligence check comes into play when you need to draw ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] eductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of lntelligence checks. Arcana. Your Intelligence (Arcana) check measures your ability to recalllore about spell...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] se planes. History. Your Intelligence (History) check measures your ability to recalllore about historieal events, PART 2 I USING AB1LlTY SCORES . ,. •• ••• 4 FINDING A HIDDEN OB)ECT When your characler searches for a hidden objec...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] lhal you mighl olherwise overlook. In mosl cases, you need lo describe where you are looking in order for lhe DM lo delermine your chance of success. For example, a key is hidden benealh a seI of folded clolhes in lhe lop drawer o...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] Perceplion) check resull. Vou would have lo specify lhal you were opening lhe drawers or searching lhe bureau in order lo have any chance of success. For example, you mighl try to hear a conversation through a closed door, eavesdr...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] miss, whether they are orcs Iying in ambush on a road, lhugs hiding in lhe shadows of an alley, or candlelight under a closed secret door. Survival. The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wil...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] frazen waslelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and olher natural hazards. Other Wisdom Checks. The DM mighl call for a Wisdom check when you try to accomplish tasks like the fo...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ich helps determine the saving throw DCs of spells they cas!. legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Investil1ation. When you look araund for clues and make deductions based on thos...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] bject, discern fram the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnelthat could cause itto collapse. Poring through ancient scralls in search of a hidden fragment of knowledge might...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] e. Vour Intelligence (Nature) check measures your ability to recalllore aboutterrain, plants and animais, the weather. and natural cycles. ReJil1ion. Vour Intelligence (Religion) check measures your ability to recalllore about dei...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] y to recalllore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other InteJlil1ence Checks. The DM might call for an Intelligence check when you try to accomplish tasks lik...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] e about a craft or trade Win a game of skill Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. WISDOM CHECKS A Wisdom check might reflect an effort to read body language, unde...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] erson. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certa in kinds of Wisdom checks. Animal HandJinl1. When there is any question whether you can calm down a domesticated animal, keep...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] r a Wisdom (Animal Handling) check. Vou also make a Wisdom (Animal Handling) check to contrai your mount when you attempt a risky maneuver. Insil1ht. Vour Wisdom (Insight) check decides whether you can determine the true intention...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] abits, and changes in mannerisms. Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Perception. Vour Wisdom (Perception) check lets you spot, hear, or otherwise detect the pres...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ability, which helps determine the saving throw DCs of spells they cas!. CHARISMA Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a cha...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] ky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Vour Charisma (Deception) check determines whether you can convincingly hide the...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Using Each Ability] , eilher verbally or lhrough your actions. This deception can encompass everything fram misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchanl, earn mon...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] mpt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] ance) check determines how well you can delight an audience with music, dance, acting, storytelling, ar some other form of entertainment. Persuasion. When you attempt to influence someone or a group of people with tact. social graces, ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] ersuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, ar exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see ...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] ing a chamberlain to let your party see the king, negotiating peace between warring tribes, ar inspiring a crowd of townsfolk. Other Charisma Checks. The DM might call for a Charisma check when you try to accomplish tasks like the foll...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] Bards, paladins, sorcerers. and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. SAVING THROWS A saving throw-also called a save-represents an attempt to resist a spel...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus ar penalty and can be affected b...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] roficiencies, proficiency in a saving throw lets a character add his ar her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. The Difficulty Class for a sav...
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[Path: Part 2 - Playing the Game > Chapter 7 - Using Ability Scores > Saving Throws] 's spellcasting ability and proficiency bonus. The result of a successful ar failed saving throw is also detailed in the effeel that allows the save. Usually, a successful save means that a creature suffers no harm, ar reduced harm, fr...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] f Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread-these are the things that DUNGEONS& DRAGONS adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your char...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] k's introduction: I. The DM describes the environmenl. 2. The players describe what they want to do. 3. The DM narrates the results of their actions. Typically, the DM uses a map as an outline of the adventure, tracking the characters' progress as t...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] of time and the adventurers' actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map. TIME In situations where keeping track of the passage of time is important, the DM determines the ti...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] rent time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. lt takes them about a minute to creep down a long hallway, another minute to check for traps on the...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] appropriate. Adventurers eager to rcach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time. For long journeys, a scale of days works besl. Following the road from Baldur's Gate to Waterdeep, t...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] mbush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9. MOVEMENT Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous m...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] oss a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope- ali sorts of movement play a key role in D&D adventures. The DM can summarize the adventurers' movement without calculating exact distances or traveI times:...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining traveI time depend on two factors: the speed and traveI pace of the creat...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] t the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a da...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] or slow pace, as shown on the Travei Pace table. The table states how far the party can move in a period of time and whether the pace has any effecl. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around a...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] Forced March. The Travei Pace table assumes that characters traveI for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of traveI beyond 8 hours, the characters cover the distance shown in the H...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] one leveI of exhaustion (see appendix A). Mounts and Vehicles. For short spans of time (up to an hour), many animaIs move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] y rare except in uensely populated areas. PAR1 2 I ADVEN1URINC 181 . Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] les, such as a carpet of f!ying, allow you to traveI more swiftly, The Dungeon Master's Cuide contains more information on special methods of traveI. TRAVEL PACE Pace Fast Distance Traveled per, , . Minute Hour Day 400 feet 4 miles 30 miles Effect -...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] hit it. When you land in difficult terrain. you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise. you land prone. HighJump. When you make a high jump. you leap into the air a number of feet equal to 3 + your Stren...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] tanding high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances. your DM might allow you to make a Strength (Athletics) check tojump higher than you normally cano V...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] half your height above yourself during the jump. Thus. you can reach above you a distance equal to the height of the jump plus 1Vi times your height. Normal Slow 300 feel 3 miles 24 miles 200 feel 2 miles 18 miles Able lo use stealth ACTIVITY WHILE ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. Vou move at half speed in difficult terrain-moving 1 foot in difficult terrain costs 2 feet of spee...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] areas often involves more than simply walking. Adventurers might have to climb, crawl. swim, or jump to get where they need to go. CUMBING, SWIMMING. AND CRAWUNG While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in d...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] quires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. jUMPING Your Strength determines how far you can jump. LongJump. When you make a 10ngjump. you cove...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] f that distance. Eilher way, each fool you clear on the jump costs a foot of movement. This rule assumes that the heighl of your jump doesn't maller. such as a jump across a stream or chasm. Atyour DM's option, you must succeed on a PART 2 I ADVENTU...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] RCHING ORDER The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps. which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight br...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] others in their rank. When space is toa tight, the marching order must change, usually by moving characters to a middle rank. Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] hily. As long as they're not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7. NOTICING THREATS Use the passive Wisdom (Perception) scores of the characters to determine whether ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > Movement] DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels. the DM might decide that only those characters in the back rank have a chance to hear or spot a ste...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] raveling at a fast pace. characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats. . Encountering Creatures. If the DM determines that the adventurers eneounter other ereatures while they're traveling,...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] the adventurers eneounter a hostile ereature or group, the DM determines whether the adventurers or their foes might be surprised when eombat erupts. See ehapter 9 for more about surprise. OTHER ACTIVITIES Charaeters who turn their attention ...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] wever, a eharaeter not watehing for danger ean do one of the following aetivities instead, or some other aetivity with the DM's permission. Navigate. The eharaeter ean try to prevent the group from beeoming 10st, making a Wisdom (Survival) eh...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] r ean draw a map that reeords the group's progress and helps the eharaeters get baek on eourse if they get 10st. No ability eheek is required. Track. A eharaeter ean follow the traeks of another ereature, making a Wisdom (Survival) eheek when...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] traeking.) Forage. The eharaeter ean keep an eye out for ready sourees of food and water, making a Wisdom (Survival) eheek when the DM ealls for it. (The Dungeon Master's Cuide has rules for foraging.) THE ENVIRONMENT By its nature, adventuri...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] ortant ways in whieh adventurers interaet with the environment in sueh plaees. The Dungeon Master's Cuide has rules eovering more unusual situations. FALLING A fali from a great height is one of the most eommon hazards facing an adventurer. A...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] age from the fali. SUFFOCATING A ereature ean hold its breath for a number of minutes equal to I + its Constitution modifier (minimum of 30 seeonds). When a ereature runs out of breath, it ean survive for a number of rounds equal to its Const...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] an adventuring party, espeeially if you wanl one or more eharaelers lo seoul ahead. You ean form mulliple parties, eaeh moving at a different speed. Eaeh group has ils own fronl, middle, and baek ranks. lhe drawbaek lo lhis approaeh is lhal l...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] 1umsier eharaelers would alerl. A rogue and a monk moving at a slow paee are mueh harder to deteel when lhey leave lheir dwarf paladin friend behind. ...•--------------------- ..•. For example, a ereature with a Constitution of 14 ean hold it...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] danger, finding hidden objeets, hitting an enemy in eombat, and targeting a spell, to name just a few- rely heavily on a eharaeter's ability to see. Darkness and other effeets that obseure vision can prove a signifieant hindranee. A given are...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] tage on Wisdom (Pereeption) eheeks that rely on sight. A heavi1y obscured area-sueh as darkness, opaque fog, or dense foliage-bloeks vision entireIy. A ereature in a heavily obseured area effeetively suffers from the blinded eondition (see ap...
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[Path: Part 2 - Playing the Game > Chapter 8 - Adventuring > The Environment] ures see normally. Even gloomy days provide bright light, as do torehes, lanterns, fires, and other sourees of illumination within a specifie radius. Dim Iight, also ealled shadows, ereates a Iightly obseured area. An area of dim Iight is usu...