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D20 Tests

When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps:

  1. Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in “Playing the Game”), you roll two d20s, but you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage.
  2. Add Modifiers. Add these modifiers to the number rolled on the d20:
    * The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests.
    * Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in “Playing the Game.”
    * Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll.

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