Dexterity influences your chance to land a hit (Attack Roll) and your damage with Dexterity-based weapons. It also influences your chance of going first in combat (Initiative) and the enemy's chance of hitting you (Armour Class).
- Dexterity influences your chance to land a hit (Attack Roll) and your damage with Dexterity-based weapons. It also influences your chance of going first in combat (Initiative) and the enemy's chance of hitting you (Armour Class).
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 Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck.
- 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 Dexterity (Sleight of Hand) check.
- Stealth: Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard
- Other Dexterity Checks:
- 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.
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however
Without armor or a shield, your character’s AC equals 10 + their Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the armor values.
Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency. Some spells and class features give you a different way to calculate your AC.
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.
Dexterity Tips & Notes
In Other Languages
- Español (España): Destreza