Home The Bar How to Make an Ability Check in D&D 5e (Without Overthinking It)

How to Make an Ability Check in D&D 5e (Without Overthinking It)

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A hand rolling a d20 on parchment in a candlelit medieval tavern, with two adventurers in deep conversation.
An ultra-realistic glimpse into a D&D session at Grim Tavern, where every roll tells a story

Whether you’re playing your very first session or finally asking, “Wait, what is an ability check, anyway?”—you’re not alone. Learning how to make an ability check in D&D 5e can feel confusing at first, but it doesn’t have to be. Let’s break it down together, tavern-style.

What Is an Ability Check in D&D 5e?

An ability check is when your Dungeon Master (DM) asks you to roll a d20 (that’s the 20-sided die) to see if your character succeeds at something that isn’t automatic. Climbing a slippery wall, persuading a merchant, or noticing a hidden door—these all call for checks.

The DM chooses which of the six abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) applies to the task, and you roll to see if your character can pull it off.

Example: Your rogue wants to sneak past a guard. That’s a Dexterity check. You roll a d20, then add your Dexterity modifier.

How to Roll an Ability Check in D&D 5e

  1. Roll a d20
  2. Add your relevant ability modifier (found on your character sheet)
  3. Add your proficiency bonus if you’re proficient in the related skill
  4. Tell the DM your total

The DM compares your result to a Difficulty Class (DC). If you meet or beat it, you succeed. That’s it!


What Modifiers Do I Use?

Each ability score (like Dexterity or Charisma) has a modifier based on the number you rolled during character creation. You can usually find it next to the big number on your sheet in parentheses.

ScoreModifier
8–9-1
10–11+0
12–13+1
14–15+2
16–17+3
18–19+4

If you’re trained in a skill (like Stealth or Persuasion), you also add your proficiency bonus to the roll. At level 1, that’s usually +2.

Quick Tip: Just look at the Skills section on your character sheet. If the skill is bolded or has a dot next to it, you’re proficient.


Ability Checks vs Saving Throws vs Attack Rolls

These three rolls are easy to mix up. Here’s a quick tavern-friendly cheat:

  • Ability Check: You try something challenging.
  • Saving Throw: You react to something dangerous.
  • Attack Roll: You try to hit something.

Common Ability Check Examples

TaskAbilitySkill (if applicable)
Jumping over a chasmStrengthAthletics
Sneaking past a guardDexterityStealth
Reading ancient textsIntelligenceArcana or History
Spotting an ambushWisdomPerception
Convincing a noble to helpCharismaPersuasion

Final Advice for New Players

Don’t stress if you forget when to roll an ability check in D&D 5e—your DM will guide you. What matters most is describing what your character does in the world. The dice come in to see how well you do it.

And remember: even a failed roll can lead to fun, unexpected outcomes. Embrace the chaos!


Want to go deeper? Learn how to roll your ability scores here and check out our post on saving throws in D&D 5e.

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Some say Mike "Silver-Tongue" was born fully grown behind the bar of a Manchester tavern, with a Rum and Coke in one hand and a football under the other. Others claim he once wrestled a troll for the last slice of pie — and won, with nothing but wit and a well-placed practical joke. The truth? Somewhere in between. At the age of 40, Mike is a husband, a father of three, and the heart and soul of Grim Tavern — a haven for adventurers, misfits, and storytellers. Before hanging his sword over the hearth, Mike roamed the wilds of customer service, battled the dragons of retail, and navigated the treacherous politics of the football terraces. Now he presides over the Tavern like a benevolent king, serving drinks, spinning tales, and occasionally setting up harmless pranks that leave even the gruffest warriors laughing like children. His wisdom is hard-earned, his jokes well-timed, and his stories suspiciously more incredible with each telling. So whether you’ve come for a pint, a laugh, or a legend, remember: at Grim Tavern, you're never just a guest — you're part of the story. (And if your chair mysteriously creaks when you sit down... don’t worry. It's probably magic. Probably.)

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