⭐️ Ability Scores, Skills, & Proficiencies - JulTob/DnD GitHub Wiki
⚜️ Ability Scores
Ability scores are the foundation of any Dungeons & Dragons character, determining how well they perform various tasks, from jumping over a chasm to solving an ancient puzzle. These scores represent your character’s strengths and weaknesses, and understanding them can really help you dive into roleplaying. Let's explore each of them!
$\color{Crimson} Strength$
Measures: Natural athleticism, bodily power
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$\color{Crimson} Athletics$
Strength represents physical might. Such as lifting, pushing, or smashing through obstacles. If your character loves to wrestle ogres or bash down doors, high Strength is your best bet.
$\color{Gold} Dexterity$
Measures: Physical agility, reflexes, balance, poise
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$\color{Gold} Acrobatics$
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$\color{Gold} Sleight⠀ of⠀ Hand$
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$\color{Gold} Stealth$
Dexterity determines your nimbleness—dodging attacks, staying unseen, or balancing on a tightrope. This is perfect for thieves, agile fighters, and those who prefer avoiding danger rather than charging into it.
$\color{Lime} Constitution$
Measures: Health, stamina, vital force, endurance
Constitution is your character’s toughness. It helps determine how much physical punishment you can take, whether from combat or harsh environments. If you want to endure the harshest poisons or maintain concentration while spellcasting, Constitution is key.
$\color{Cyan} Intelligence$
Measures: Mental acuity, information recall, analytical skill, reasoning, memory, Logical Arguments
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$\color{Cyan} Arcana$
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$\color{Cyan} History$
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$\color{Cyan} Investigation$
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$\color{Cyan} Nature$
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$\color{Cyan} Religion$
- $\color{Cyan} Technology$
Intelligence represents your character’s capacity to reason and recall information. Wizards, scholars, and detectives thrive with high Intelligence, as it allows them to piece together ancient lore or solve tricky puzzles.
$\color{Emerald} Wisdom$
Measures: Awareness, intuition, insight, perception, insight, Moral Arguments
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$\color{Emerald} Animal ⠀Handling$
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$\color{Emerald} Insight$
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$\color{Emerald} Medicine$
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$\color{Emerald} Perception$
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$\color{Emerald} Survival$
Wisdom is about sensing the world and understanding deeper truths. Clerics, rangers, and monks often rely on Wisdom for their spells and abilities, using their perceptiveness and spiritual insight to guide them.
$\color{Magenta} Charisma$
Confidence, eloquence, leadership, force of personality, Emotionality, Emotional Arguments, Will, Conviction
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$\color{Magenta} Deception$
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$\color{Magenta} Intimidation$
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$\color{Magenta} Performance$
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$\color{Magenta} Persuasion$
Charisma is all about how a character interacts with others. Bards, sorcerers, and natural leaders use Charisma to influence, charm, or inspire those around them, making it essential for characters that thrive in social settings.
Ability Modifiers
Your character’s ability scores also determine their ability modifiers, which apply to your rolls.
Modifier Calculation: % = round_down( (Score-10) :2 )
Skill Checks
If a character needs to do an Ability Check without proficiency:
D20 + %MOD
If he's proficient in the skill, you add your proficiency bonusD20 + %MOD + PB
Example: At level 1, you perform a sports event using Athletics, which you are proficient from your Athlete Background. Your strength being 16:
D20 + %STR + PB = D20 + 3 + 2
With Expertise you double the proficiency bonus
D20 + %MOD + 2·PB
PROFICIENCY BONUS
Your proficiency bonus makes you generally cool and heroic.
- Attack rolls with $\color{gold}proficient$ $\color{#ff0000}weapons$
- Attack rolls with $\color{#40ff00}spells$
- Ability checks with $\color{gold}proficient$ $\color{#40ff00}skills$
- Ability checks using $\color{gold}proficient$ $\color{#0080ff}tools$
- $\color{#0080ff}Saving⠀throws$ for which you are $\color{gold}proficient$
- $\color{#0080ff}Saving⠀throw⠀DCs$ for $\color{#40ff00}spells$ you cast
Score determination
Rolling Dice
Roll $5D6$ and choose the 3 greatest and add them. Repeat for each score.
Standard Array
15 | 14 | 13 | 12 | 10 | 8 |
---|
Distribute these scores at will.
Point Buy
+27
points to allocate to
8 | 8 | 8 | 8 | 8 | 8 |
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max of 15
Ability scores are the heart of your character's capabilities. Whether you're an acrobatic rogue, a wise cleric, or a charismatic bard, understanding these attributes will make your roleplaying deeper and your gameplay more strategic. Use them wisely, and may your dice rolls be ever in your favor!
🎲 Improvising Ability Checks
🎯 Ability checks only come into play if there's a genuine chance of succeeding or failing at the task.
♟️ How Hard Is It?
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🔨 DC 10 (Easy).
🔨 An easy task requires a minimal level of competence or a modicum of luck to accomplish.
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🔧 DC 15 (Moderate).
🔧 A moderate task requires a higher level of competence to accomplish.
🔧 A character with natural aptitude and specialized training can accomplish a moderate task more often than not.
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🪛 Hard tasks include things beyond the capabilities of most people without aid or exceptional ability. 🪛 DC 20 (Hard).
🪛 Even with aptitude and training, a character needs some amount of luck or a lot of specialized training to pull off a hard task.
🎲 Ability Checks
🎻 Skills
The System of Proficiencies
The system of Proficiencies models the capacity of a character to perform a task.
If the character tries to perform the task they will Roll a die of 20 sides (a $D20-Test$) and evaluate the result compared to a table of progressive difficulties.
10 15 20 25
├──────────────────┿───────────────────────┿──────────────────────┿─────┈┈┈
Average Easy Hard Expert
You may have noticed the table goes beyond 20. This is where the expertise system comes into play.
🔴 Novice 🟡 Proficient 🟢 Expert 🔵 Mastery
├──────────────────┿──────────────────────┿──────────────────────┥╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴╴
A Novice would have no intrinsic ease to perform a task. Therefore, no bonus is added to his performance in the $D20-Test$.
But it gets interesting when you are proficient in the task. As such, you are familiar with it and can perform a basic job with it with ease. Mechanically, this transposes to adding a bonus to the result.
The basic bonus to the proficiency is called the Proficiency Bonus
. If the task falls under the scope of a skill, the specific bonus from that skill is also added to the Bonus.
For example: If I have proficiency in Investigation at level 1, to Investigate a crime scene I would add my
Proficiency Bonus = +2
. And as Investigation falls under the skill ofIntelligence = 12
my modifier on intelligence would be+1
, for a totalBonus = +2+1 = +3
A character that is an Expert in a skill adds double the bonus.
Further Levels, such as Master keep multiplying further the Bonus.
🔘 | Level | Bonus |
---|---|---|
🔴 | Novice | $0$ |
🟡 | Proficient | $+Bonus$ |
🟢 | Expert | $+2·Bonus$ |
🔵 | Mastery | $+3·Bonus$ |
Skills
Your character can gain Proficiency or Expertise in any task the DM decides. There are many ways already explained in the rules. Most of them are related to your background or come into play at character creation.
The Main standard skills, divided by type, are:
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Strength
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Athletics
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Dexterity
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Acrobatics
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Sleight of Hand
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Stealth
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Wisdom
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Animal Handling
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Insight
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Medicine
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Perception
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Survival
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Inteligence
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Arcana
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History
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Investigation
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Nature
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Religion
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Charisma
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Deception
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Intimidation
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Performance
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Persuasion
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Extra Skills
Any Skill not encompassed by this list can be added ad hoc.
Let us say you want to play a futuristic D&D campaign, or translate the system to a Matrix & Monsters game. We can use this same system, that is not tied to copyright to any company. We can add the skill Haking to these games. As such, a character proficient in Hacking would add his Intelligence modifier
and proficiency bonus
to the performance of that kind of tasks.
We can also make a specific skill for a specific character. Let us say our character is a $Falconer$. It will come in handy to have a specific skill of $Falconry$, as "animal Handling" is way too general. We would add it to the list and apply the skills as described.
Some examples:
- Falconry
- Hacking
- Hunting
- Driving
- Piloting
- Horse Riding
- Specific Sports
- Painting
- Craftsmanship
Tool Proficiencies
If you gain proficiency with a tool, as described already above, you add your bonus to the use of that tool FOR ITS INTENDED PURPOSE AND TASK. Depending on the task, skill modifiers may also apply. At DM's discretion.
Bard instruments are tools as for these rules.
Artisan’s Tools: These Special tools include the items needed to pursue a craft or trade. The table shows examples of the most Common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your Proficiency bonus to any Ability Checks you make using the tools in your craft. Each type of artisan’s tools requires a separate Proficiency.
Disguise kit: This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.
Forgery kit: This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a physical forgery of a document.
Gaming Set: This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few Common examples appear on the Tools table, but other kinds of Gaming Sets exist. If you are proficient with a Gaming Set, you can add your Proficiency bonus to Ability Checks you make to play a game with that set. Each type of Gaming Set requires a separate Proficiency.
Herbalism kit: This kit contains a variety of Instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and Potions. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to Identify or apply herbs. Also, Proficiency with this kit is required to create Antitoxin and Potions of Healing.
Musical Instrument: Several of the most Common types of musical Instruments are shown on the table as examples. If you have Proficiency with a given musical Instrument, you can add your Proficiency bonus to any Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. Each type of musical Instrument requires a separate Proficiency.
Navigator’s Tools: This set of Instruments is used for Navigation at sea. Proficiency with Navigator's Tools lets you chart a ship's course and follow Navigation charts. In addition, these tools allow you to add your Proficiency bonus to any ability check you make to avoid Getting Lost at sea.
Poisoner’s Kit: A poisoner’s kit includes the vials, chemicals, and other Equipment necessary for the Creation of Poisons. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to craft or use Poisons.
Thieves’ Tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency bonus to any Ability Checks you make to Disarm traps or open locks.
Weapon Proficiency
For weapon proficiency the same addition applies to the $D20-Test$ that is used to determine success to hit the target.
The objective number against the D20-Test is the Armour Class (or Defense ).
A 1 in the test is automatic failure to hit.
A 20 in the test is automatic success to hit. This is also called Critical Hit
If you hit you determine damage. You use the Weapon's Damage Dice(s) as established in their description.
If you have proficiency you add your Bonus
If you have expertise you double that Bonus. Etc.
If you have a Critical Hit, you Double the Damage Die (and then add the bonus)
Armor Proficiency
Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you Proficiency with certain types of armor. If you wear armor that you lack Proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.