CH 7: Using Ability Scores Flashcards

1
Q

What are the six ability scores?

A
Strength
Dexterity 
Constitution
Intelligence 
Wisdom
Charisma
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2
Q

What are the three main rolls in the game?

A

Ability Check
Saving Throw
Attack Roll

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3
Q

Ability Scores and Modifiers

A

Each ability score has an ability modifier. The modifier is calculated as follows:
(Ability score - 10 ) / 2 ; round down. So, if your DEX was 16, you would subtract 10, leaving 6. Then divide 6 by 2, giving you three. Your DEX modifier would be +3.

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4
Q

Advantage and Disadvantage

A

Some spells or abilities will tell you that you have advantage or disadvantage. If you have advantage, you roll two d20s for that roll and pick the higher (opposite for disadvantage). You can’t have double advantage or disadvantage, ever.

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5
Q

Proficiency Bonus

A

This bonus is used only when the rules say so. Your proficiency bonus is determined by your level.

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6
Q

Ability Checks

A

The DM calls for an ability check when a player or creature attempts an action where the outcome isn’t certain.

For every ability check, the DM decides the Difficulty Class (DC)

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7
Q

Contests

A

When creatures or characters attempt to do the same thing ( both try to grab something off the ground, try to open or close a door / one one either side) instead of rolling against a DC, they compare rolls in a contest, winner succeeding .

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8
Q

STRENGTH

A

Strength measures bodily power, athletic training, and

the extent which you can exert raw physical force.

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9
Q

Which ability score modifier do you add when rolling attack rolls and damage rolls with a MELEE weapon?

A

Strength modifier.

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10
Q

How do you determine your carrying capacity? (lbs)

A

Your strength x 15

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11
Q

How much can you push, drag & lift?

A

Double your carrying capacity (or your strength x 30)

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12
Q

While pushing or dragging weight in excess of your carrying capacity, what does your movement reduce to?

A

5 feet.

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13
Q

How much does a creature’s carrying capacity change each time you increase one size about medium?

A

Doubles each time you increase one size above medium.

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14
Q

DEXTERITY CHECKS

A

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.

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15
Q

Acrobatics

A

Your Dexterity (Acrobatics) check covers
your attempt to stay on your feet in a tricky situation,
such as when you’re trying to run across a sheet of ice,
balance on a tightrope, or stay upright on a rocking
ship’s deck. The DM might also call for a Dexterity
(Acrobatics) check to see if you can perform acrobatic
stunts, including dives, rolls, somersaults, and flips.

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16
Q

Sleight of Hand

A

Whenever you attempt an act of
legerdemain or manual trickery, such as planting
something on someone else or concealing an object on
your person, make a Dexterity (Sleight of Hand) check.
The DM might also call for a Dexterity (Sleight of Hand)
check to determine whether you can lift a coin purse off
another person or slip something out of another
person’s pocket.

17
Q

Which ability score modifier do you add when attacking with ranged weapons and melee weapons that have the finesse property?

A

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.

18
Q

Which ability score modifier is added to an initiative roll?

A

Dexterity modifier

19
Q

Which ability score is (usually) added to your AC?

A

Dexterity modifier

20
Q

What happens to your HP Maximum if your constitution modifier changes?

A

If your Constitution modifier changes, your hit point
maximum changes as well, as though you had the new
modifier from 1st level. For example, if you raise your
constitution score when you reach 4th level and your
Constitution modifier increases from +1 to +2, you
adjust your hit point maximum as though the modifier
had always been +2. So you add 3 hit points for your
first three levels, and then roll your hit points for 4th
level using your new modifier. Or if you’re 7th level and
some effect lowers your Constitution score so as to
reduce your Constitution modifier by 1, Your hit point
maximum is reduced by 7.

21
Q

INTELLIGENCE CHECKS

A

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

22
Q

CHARISMA CHECKS

A

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.

23
Q

Which classes use Charisma for their spell casting ability?

A

Bards, paladins, sorcerers. and warlocks use Charisma
as their spell casting ability, which helps determine the
saving throw DCs of spells they cast.

24
Q

Which classes use Charisma for their spell casting ability?

A

Clerics, druids, and rangers use Wisdom as their
spell casting ability, which helps determine the saving
throw DCs of spells they cast.

25
Q

SAVING THROWS

A

A saving throw-also called a save-represents an
attempt to resist a spell, a trap, a poison, a disease, are
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 DM.
Each class gives proficiency in at least two saving
throws. The wizard, 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.