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==== Dexterity Checks ====
==== Dexterity Checks ====


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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.
Um teste de Destreza pode descrever qualquer tentativa de mover-se de maneira ágil, rápida ou silenciosa, ou para evitar cair com um tropeção. As perícias Acrobacia, Furtividade e Prestidigitação refletem a aptidão em determinados tipos de testes de Destreza.
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'''Acrobatics'''. Your 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 an Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
'''Acrobacia'''. Seu teste de Acrobacia cobre sua tentativa de permanecer de pé em uma situação complicada, como quando você está tentando correr sobre uma camada fina de gelo, equilibrar-se na corda bamba ou ficar em pé no convés de um navio balançando. O Mestre também pode pedir um teste de Acrobacia para ver se você pode executar acrobacias, incluindo mergulhos, cambalhotas, saltos mortais e piruetas.
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'''Sleight of Hand'''. 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 Sleight of Hand check. The GM might also call for a 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.
'''Furtividade'''. Faça um teste de Furtividade quando tentar se esconder de seus inimigos, se esgueirar pelos guardas, escapar sem ser notado ou surpreender alguém sem ser visto ou ouvido.
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'''Stealth'''. Make a 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.  
'''Prestidigitação'''. Sempre que tentar um ato de prestidigitação ou truque com as mãos, como plantar algo em alguém ou esconder um objeto em sua pessoa, faça um teste de Prestidigitação. O Mestre também pode pedir um teste de Prestidigitação para determinar se você pode sacar um porta-moedas de outra pessoa ou escorregar algo para dentro do bolso de alguém.
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'''Other Dexterity Checks'''. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
'''Outros Testes de Destreza'''. O Mestre pode pedir um teste de Destreza quando você tentar realizar tarefas como as apresentadas a seguir:
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* Control a heavily laden cart on a steep descent
* Controlar uma carroça pesadamente carregada em uma descida íngreme
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* Steer a chariot around a tight turn
* Contornar uma curva acentuada com uma carruagem
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* Pick a lock
* Abrir uma fechadura
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* Disable a trap
* Desarmar uma armadilha
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* Securely tie up a prisoner
* Amarrar firme um prisioneiro
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* Wriggle free of bonds
* Desvencilhar-se de amarras
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* Play a stringed instrument
* Tocar um instrumento de cordas
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* Craft a small or detailed object
* Entalhar um objeto pequeno ou cheio de detalhes
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==== Attack Rolls and Damage ====
==== Jogadas de Ataque e Dano ====
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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.
Você adiciona seu modificador de Destreza nas suas jogadas de ataque e dano ao atacar com uma arma à distância, como uma funda ou um arco longo. Você também pode adicionar o modificador de Destreza nas suas jogadas de ataque e dano quando atacar com uma arma corpo a corpo que tem a propriedade de acuidade, como uma adaga ou uma rapieira.
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==== Armor Class ====
==== Classe de Armadura ====
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Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
Dependendo da armadura que estiver usando, você pode adicionar parte ou todo o seu modificador de Destreza à sua Classe de Armadura.
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==== Initiative ====
==== Iniciativa ====
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At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.
No início de cada combate, você joga a iniciativa, fazendo um teste de Destreza. A iniciativa determina a ordem das vezes das criaturas em combate.
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==== Hiding ====
==== Esconder-se ====
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The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Stealth check. Until you are discovered, or you stop hiding, that check’s total is contested by the Perception check of any creature that actively searches for signs of your presence.
O Mestre decide quando as circunstâncias são apropriadas para se esconder. Quando você tentar se esconder, faça um teste de Furtividade. Até que seja descoberto ou parar de se esconder, o total do teste é resistido pelo teste de Percepção de qualquer criatura que esteja ativamente à procura de sinais de sua presença.
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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.
Você não pode se esconder de uma criatura que possa vê lo claramente, e você revela sua posição se fizer barulho, como gritar um aviso ou derrubar um vaso.
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An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
Uma criatura invisível sempre pode tentar se esconder. Entretanto, sinais de sua passagem ainda podem ser notados, e ela tem que permanecer quieta.
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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.
Em combate, a maioria das criaturas fica alerta para sinais de perigo ao seu redor, então se você sair de onde estiver escondido e se aproximar de uma criatura, ele geralmente o vê. No entanto, sob certas circunstâncias, o Mestre pode permitir que você permaneça escondido ao aproximar-se de uma criatura que está distraída, permitindo-lhe ganhar vantagem sobre uma jogada de ataque antes de ser visto.
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'''Passive Perception'''. 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 Stealth check with that creature’s passive 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.
'''Percepção Passiva'''. Quando você se esconde, há uma chance de que alguém o note mesmo que não estejam lhe procurando. Para determinar que se uma criatura lhe nota, o Mestre compara seu teste de Furtividade com o valor de Percepção Passiva daquela criatura, o que equivale a 10 + modificador de sabedoria da criatura, bem como quaisquer outros bônus ou penalidades. Se a criatura tiver vantagem, adicione 5. Para desvantagem, subtraia 5. Por exemplo, se um personagem de 1º nível (com um bônus de proficiência de + 2) tem uma Sabedoria de 15 (um modificador +2) e proficiência em Percepção, ele ou ela tem uma Percepção Passiva de 14.
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'''What Can You See?''' 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 lightly or heavily obscured, as explained in Chapter 8: Adventuring.
'''O Que Você Pode Ver?''' Um dos principais fatores para determinar se você pode encontrar uma criatura ou objeto escondido é quão bem você pode ver em uma área, que pode ser levemente ou fortemente obscurecida, como explicado no Capítulo 8: Aventurando-se.
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=== Constitution ===
=== Constituição ===
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Constitution measures health, stamina, and vital force.
A Constituição mede de saúde, resistência e força vital.
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==== Constitution Checks ====
==== Testes de Constituição ====
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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 creature. A Constitution check can model your attempt to push beyond normal limits, however.
Testes de Constituição são incomuns, e nenhum atributo faz uso de testes de Constituição, pois a resistência que este atributo representa é basicamente passiva, em vez de envolver um esforço específico por parte de um personagem ou criatura. Entretanto, um teste de Constituição pode descrever sua tentativa de forçar-se além dos limites normais.
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The GM might also call for a Constitution check when you try to accomplish tasks like the following:
O Mestre poderia solicitar um teste de Constituição quando você tenta realizar tarefas como as apresentadas a seguir:
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* Hold your breath
* Prender a respiração
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* March or labor for hours without rest
* Marchar ou trabalhar por horas sem descanso
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* Go without sleep
* Ficar sem dormir
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* Survive without food or water
* Sobreviver sem comida ou água
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* Quaff an entire stein of ale in one go
* Beber toda uma caneca de cerveja de um gole só
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==== Hit Points ====
==== Pontos de Vida ====
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Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
Seu modificador de Constituição contribui para seus pontos de vida. Normalmente, você adiciona seu modificador de Constituição a cada Dado de Vida que joga para definir seus pontos de vida.
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If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from the 1st level. For example, if you raise your Constitution score when you reach the 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 the 4th level using your new modifier. Or if you’re at the 7th level and some effect lowers your Constitution score to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.
Se o seu modificador de Constituição mudar, seu ponto de vida máximo também muda, mas como se tivesse o novo modificador desde o 1º nível. Por exemplo, se você aumentar seu valor de Constituição quando alcançar o 4º nível e o seu modificador de Constituição aumentar de +1 para +2, ajuste seu ponto de vida máximo como se o modificador sempre tivesse sido +2. Portanto, você adiciona 3 pontos de vida para os seus três primeiros níveis e, em seguida, joga seus pontos de vida para o 4º nível usando o novo modificador. Ou, se você estiver no 7º nível e algum efeito diminuir seu valor de Constituição de modo a reduzir o seu modificador de Constituição em 1, o seu ponto de vida máximo é reduzido em 7. 
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=== Intelligence ===
=== Inteligência ===
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Intelligence measures mental acuity, accuracy of recall, and the ability
A Inteligência mede a acuidade mental, a exatidão da lembrança e a capacidade de raciocinar.
to reason.
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==== Intelligence Checks ====
==== Testes de Inteligência ====
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An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, Religion, and Technology skills reflect aptitude in certain kinds of Intelligence checks.
Um teste de Inteligência entra em jogo quando você precisa usar a lógica, a instrução, a memória ou o raciocínio dedutivo. As perícias Arcanismo, História, Investigação, Natureza e Religião refletem a aptidão em determinados tipos de testes de Inteligência.
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'''Arcana'''. Your 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.
'''Arcanismo'''. Seu teste de Arcanismo mede sua capacidade de se lembrar de conhecimento sobre magias, itens mágicos, símbolos místicos, tradições mágicas, planos de existência e sobre os habitantes desses planos.
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'''History'''. Your History check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
'''História'''. Seu teste de História mede sua capacidade de recordar conhecimentos sobre acontecimentos históricos, pessoas lendárias, reinos antigos, disputas do passado, guerras recentes e civilizações perdidas.
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'''Investigation'''. When you look around for clues and make deductions based on those clues, you make an 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 Investigation check.
'''Investigação'''. Quando procura ao redor em busca de pistas e deduz com base nessas, você faz um teste de Investigação. Você pode deduzir a localização de um objeto escondido, discernir a partir do aspecto de um ferimento qual tipo de arma o causou, ou determinar o ponto mais fraco em um túnel que poderia causar um desabamento. Analisar antigos pergaminhos em busca de um oculto fragmento de conhecimento também pode precisar de um teste de Investigação.
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'''Nature'''. Your Nature check measures your ability to recall lore about the terrain, plants and animals, the weather, and natural cycles.
'''Natureza'''. Seu teste de Natureza mede sua capacidade de recordar conhecimentos sobre terrenos, plantas e animais, clima e os ciclos naturais.
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'''Religion'''. Your Religion check measures your ability to recall lore
'''Religião'''. Seu teste de Religião mede sua capacidade de recordar conhecimentos sobre divindades, ritos e orações, hierarquias religiosas, símbolos sagrados e práticas de cultos secretos.
about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
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'''Technology'''. Your Technology check measures your ability to recall the functioning of mechanical mechanisms and golems built by great inventors, as advanced technological items, such as hextech technologies, or through simpler mechanisms, such as a metronome.
'''Tecnologia'''. Seu teste de Tecnologia mede sua capacidade de recordar do funcionamento de mecanismos e golens mecânicos construídos por grandes inventores, como itens tecnológicos avançados, como tecnologias hextec, ou através de mecanismos mais simples, como um metrônomo.
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'''Other Intelligence Checks'''. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
'''Outros Testes de Inteligência'''. O Mestre pode pedir um teste de Inteligência quando você tenta realizar tarefas como as apresentadas a seguir:  
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* Communicate with a creature without using words
* Comunicar-se com uma criatura sem usar palavras
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* Estimate the value of a precious item
* Estimar o valor de um item precioso
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* Pull together a disguise to pass as a city guard
* Compor um disfarce para se passar como um guarda da cidade
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* Forge a document
* Forjar um documento
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* Recall lore about a craft or trade
* Lembrar-se de algum conhecimento sobre um ofício ou comércio
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* Win a game of skill
* Ganhar um jogo de habilidade
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=== Wisdom ===
=== Sabedoria ===
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Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
A Sabedoria reflete a forma como quão sintonizado você está com o mundo ao seu redor e representa perspicácia e a intuição.
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==== Wisdom Checks ====
==== Testes de Sabedoria ====
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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.  
Um teste de Sabedoria pode refletir um esforço para ler a linguagem corporal, compreender os sentimentos de alguém, perceber coisas sobre o meio ambiente ou cuidar de uma pessoa ferida. As perícias Intuição, Lidar com Animais, Medicina, Percepção e Sobrevivência refletem a aptidão em certos tipos de teste de Sabedoria.
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'''Animal Handling'''. 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 an Animal Handling check. You also make an Animal Handling check to control your mount when you attempt a risky maneuver.
'''Intuição'''. Seu teste de Intuição decide se você pode determinar as verdadeiras intenções de uma criatura, como quando sonda uma mentira ou prevê o próximo movimento de alguém. Fazer isso envolve a análise de linguagem corporal, hábitos de fala e alterações nos maneirismos.
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'''Insight'''. Your 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.
'''Lidar com Animais'''. Quando há qualquer necessidade de saber se você pode acalmar um animal domesticado, evitar que uma montaria se assuste ou intuir as intenções de um animal, o Mestre pode pedir um teste de Lidar com Animais. Você também faz um teste de Lidar com Animais para controlar sua montaria quando tenta uma manobra arriscada.
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'''Medicine'''. A Medicine check lets you try to stabilize a dying companion or diagnose an illness.
'''Medicina'''. Um teste de Medicina permite que você tente estabilizar um companheiro evitando que ele morra ou diagnosticar uma doença.
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'''Perception'''. Your 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 bandits lying in ambush on the road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
'''Percepção'''. Seu teste de Percepção lhe permite ver, ouvir ou, de outra forma, detectar a presença de algo. Ele mede a sua consciência geral do que o rodeia e a precisão de seus sentidos. Por exemplo, você pode tentar ouvir uma conversa através de uma porta fechada, escutar algo por uma janela aberta ou ouvir criaturas se movendo furtivamente na floresta. Ou você pode tentar observar coisas que são obscuras ou fáceis de perder de vista, sejam bandidos deitados para fazer uma emboscada em uma estrada, mercenários escondendo-se nas sombras de um beco ou notar uma luz de vela sob uma porta secreta.
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'''Survival'''. The GM might ask you to make a 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.
'''Sobrevivência'''. O Mestre pode lhe pedir para fazer um teste de Sobrevivência para seguir pistas, caçar animais selvagens, guiar o grupo através de ermos congelados, identificar sinais de que ursos-coruja vivem nas proximidades, prever o tempo ou evitar areia movediça e outros perigos naturais.
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'''Other Wisdom Checks'''. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
'''Outros Testes de Sabedoria'''. O Mestre pode pedir um teste de Sabedoria quando você tentar realizar tarefas como as apresentadas a seguir:
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* Get a gut feeling about what course of action to follow.
* Ter um pressentimento sobre o curso de ação a seguir
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* Discern whether a seemingly dead or living creature is undead
* Discernir se uma criatura aparentemente viva ou morta é um morto-vivo.
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=== Charisma ===
=== Carisma ===
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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
O Carisma mede a sua capacidade de interagir de forma eficaz com os outros. Isso inclui fatores como a confiança e a eloquência, e pode representar uma personalidade encantadora ou autoritária.
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==== Charisma Checks ====
==== Testes de Carisma ====
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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.
Um teste de Carisma pode surgir quando você tenta influenciar ou entreter os outros, quando tenta impressionar alguém ou dizer uma mentira convincente, ou quando estiver no meio de uma interação social complicada. As perícias Atuação, Enganação, Intimidação e Persuasão refletem a aptidão em determinados tipos de teste de Carisma
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'''Deception'''. Your 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 fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.  
'''Atuação'''. Seu teste de Atuação determina o quão bem você pode deleitar o público com música, dança, atuação, narrativa ou alguma outra forma de entretenimento.
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'''Intimidation'''. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make an 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.
'''Enganação'''. Seu teste de Enganação determina se você pode, de forma convincente, ocultar a verdade, seja verbalmente ou através de suas ações. Essa enganação pode abranger tudo, desde induzir terceiros ao erro através da ambiguidade, até contar mentiras. Situações típicas incluem tentar engambelar um guarda, dar um golpe em um comerciante, ganhar dinheiro através de jogos de azar, passar despercebido com um disfarce, desacreditar alguém desconfiado usando falsas afirmações ou manter uma cara séria enquanto conta uma mentira descarada.
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'''Performance'''. Your Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
'''Intimidação'''. Quando você tentar influenciar alguém através de evidentes ações hostis e violência física, o Mestre pode pedirlhe que faça um teste de Intimidação. Exemplos incluem tentar arrancar informações de um prisioneiro, convencer os bandidos de rua a recuar de um confronto ou utilizar a ponta de uma garrafa quebrada para convencer um líder sarcástico a reconsiderar uma decisão.
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'''Persuasion'''. 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 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.
'''Persuasão'''. Quando você tenta influenciar alguém ou um grupo de pessoas com tato, trato social ou boa natureza, o Mestre pode lhe pedir para fazer um teste de Persuasão. Normalmente, você usa a persuasão quando age de boa fé, para promover amizades, fazer pedidos cordiais ou exibir a etiqueta apropriada. Exemplos de persuadir os outros incluem convencer um castelão deixar seu grupo ver o rei, negociar a paz entre tribos em guerra ou inspirar uma multidão de aldeões.
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'''Other Charisma Checks'''. The GM might call for a Charisma check when you try to accomplish tasks like the following:
'''Outros Testes de Carisma'''. O Mestre pode pedir um teste de Carisma quando você tentar realizar tarefas como as apresentadas a seguir:
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* Find the best person to talk to for news, rumors, and gossip.
* Encontrar a melhor pessoa para contar as novidades, boatos e fofocas
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* Blend into a crowd to get the sense of key topics of conversation
* Misturar-se à multidão para captar os principais temas de conversação
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== Saving Throws ==
== Salvaguardas ==
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A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
Uma salvaguarda – algo também chamado de evitar ou jogada de proteção – representa uma tentativa de se resguardar de uma magia, armadilha, veneno, doença ou ameaça similar. Normalmente, você não escolhe fazer uma salvaguarda; você é forçado a fazer uma, pois o seu personagem ou criatura está em risco de sofrer dano.
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To 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.
Para fazer uma salvaguarda, jogue um d20 e adicione o modificador de atributo relevante. Por exemplo, você pode usar seu modificador de Destreza para uma salvaguarda de Destreza.
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A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Uma salvaguarda pode ser modificada por um bônus ou penalidade de situação, e pode ser afetada por vantagem e desvantagem, à discrição do Mestre.
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Each class gives proficiency in at least two saving throws. The Arcane, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
Cada classe da proficiência em pelo menos duas salvaguardas. O Arcano, por exemplo, é proficiente em salvaguarda de Inteligência. Assim como nas proficiências em perícias, a proficiência em uma salvaguarda permite que um personagem adicione seu bônus de proficiência nas salvaguardas feitas usando um determinado valor de atributo. Algumas criaturas também têm proficiência em salvaguarda.
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The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
A Classe de Dificuldade para uma salvaguarda é determinada pelo efeito que a provoca. Por exemplo, a CD para uma salvaguarda permitida por uma magia é determinada pela atributo de conjuração e pelo bônus de proficiência do conjurador.
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The result of a successful or failed saving throw is also detailed in the effect that allows the save.
O resultado de uma salvaguarda bem-sucedida ou falha também é detalhado no efeito que permite que o resguardo seja feito.
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Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Normalmente, uma salvaguarda bem-sucedida significa que uma criatura não sofre qualquer dano, ou sofre dano reduzido, devido a um efeito.
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Edição atual tal como às 13h30min de 8 de junho de 2021

Este artigo está em conformidade com a versão 0.92 do Runarcana RPG

Six abilities provide a brief summary of each creature's physical and mental characteristics:

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring insight and perception
  • Charisma, measuring force of personality

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses.

Runeterra's three main moves - the ability check, saving throw, and attack roll - depend on the six attribute values. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

Ability Scores

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities but also encompasses a creature’s training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many creatures are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and creatures and beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers
Score Modifier Score Modifier
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage, and only one grant advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus

Characters have a proficiency bonus determined by level. Creatures also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can’t be added to a single die roll or other numbers more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the Mercurial’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

Likewise, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check, your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make History checks

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply

Ability Checks

An ability check tests a character’s or creature’s innate talent and training to overcome a challenge. The GM calls for an ability check when a character or creature attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

Typical Difficult Class
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Contests

Sometimes one character’s or creature’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing, and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal — for example, when a creature tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their effort. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or creature either succeeds in the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

Skills

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the creature’s stat block.)

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. (No skills are related to Constitution). See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
  • Technology

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Sometimes, the GM can request an attribute check using a specific skill - for example, "Make a Perception check". At other times, a player could ask the GM if proficiency in a determined skill applies to a test. In either case, proficiency in a skill means that an individual can add their proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

Variant: Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your Brute uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

Expertise

Some classes, subclasses, and even Heritages may receive specialties in some craft or skill. When this occurs, the proficiency bonus for that skill or craft is doubled on checks that use that skill or craft. If any trait gives you a specialty or expertise in a skill or craft you already have, you get only +1 on checks instead of the bonus doubling again.

Passive Checks

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden creature.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Perception score of 14.

The rules on hiding in the “Dexterity” section below rely on passive checks, as the exploration rules do.

Working Together

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds.

Otherwise, the group fails.

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Survival check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger.

Otherwise, the group stumbles into one of these hazards.

Using Each Ability

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.

Strength

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to apply brute force to a situation otherwise. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics. Your Athletics check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • 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.
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • 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.

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • Tip over a statue
  • Keep a boulder from rolling

Attack Rolls and Damage

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 hand-to-hand combat, and some of them can be thrown to make a ranged attack.

Lifting and Carrying

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 7. This is the weight (in kilos) that you can carry, which is high enough that most characters don’t usually have to worry about it.

Push, Drag, or Lift. You can push, drag, or lift a weight in kilos up to twice your carrying capacity (or 14 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength. 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.

Variant: Encumbrance

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.

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, 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.

Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

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.

Acrobatics. Your 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 an Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand. 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 Sleight of Hand check. The GM might also call for a 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.

Stealth. Make a 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.

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Steer a chariot around a tight turn
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object

Attack Rolls and Damage

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.

Armor Class

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

Hiding

The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Stealth check. Until you are discovered, or you stop hiding, that check’s total is contested by the Perception check of any creature that actively searches for signs of your presence.

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.

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

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.

Passive Perception. 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 Stealth check with that creature’s passive 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.

What Can You See? 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 lightly or heavily obscured, as explained in Chapter 8: Adventuring.

Constitution

Constitution measures health, stamina, and vital force.

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 creature. A Constitution check can model your attempt to push beyond normal limits, however.

The GM might also call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire stein of ale in one go

Hit Points

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from the 1st level. For example, if you raise your Constitution score when you reach the 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 the 4th level using your new modifier. Or if you’re at the 7th level and some effect lowers your Constitution score to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

Intelligence

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, Religion, and Technology skills reflect aptitude in certain kinds of Intelligence checks.

Arcana. Your 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.

History. Your History check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation. When you look around for clues and make deductions based on those clues, you make an 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 Investigation check.

Nature. Your Nature check measures your ability to recall lore about the terrain, plants and animals, the weather, and natural cycles.

Religion. Your Religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Technology. Your Technology check measures your ability to recall the functioning of mechanical mechanisms and golems built by great inventors, as advanced technological items, such as hextech technologies, or through simpler mechanisms, such as a metronome.

Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

Wisdom

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, 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.

Animal Handling. 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 an Animal Handling check. You also make an Animal Handling check to control your mount when you attempt a risky maneuver.

Insight. Your 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.

Medicine. A Medicine check lets you try to stabilize a dying companion or diagnose an illness.

Perception. Your 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 bandits lying in ambush on the road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Survival. The GM might ask you to make a 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.

Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow.
  • Discern whether a seemingly dead or living creature is undead

Charisma

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

Charisma Checks

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.

Deception. Your 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 fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make an 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.

Performance. Your Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion. 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 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.

Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip.
  • Blend into a crowd to get the sense of key topics of conversation

Saving Throws

A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To 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 or penalty and can be affected by advantage and disadvantage, as determined by the GM.

Each class gives proficiency in at least two saving throws. The Arcane, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or 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 saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save.

Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.