*Rolling dice to do things.*
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# Checks
Often when playing, your skills are put to the test in the form of a check, also known as an ability check; a roll of a d20 with the addition of whatever modifiers might apply at the moment. There are three types of checks each with their own specificities: skill checks, saving throws, and attack rolls.
To make a check you must roll a d20 and add the modifiers that apply to the check. The number you keep on the die is what you "roll" (or the value of the die) but the value you use after modifiers is the check's "result." To determine modifiers you most often just add your modifier with the relevant/default ability score as well as your proficiency bonus when proficient; importantly there are many other effects that can grant additional bonuses in addition to ability modifier and proficiency.
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##### Skill Check
One of the most common ability checks. Rolling to use a tool or to draw upon your knowledge of and/or ability with a skill such as searching a room, picking a lock, or lifting a fallen rock.
Although skills and tools have a default ability score (see "using ability scores" and "tools" for more) you use when making a check some effects provide exceptions. An "Intimidation (Strength)" check would allow you to use your strength modifier in the place of charisma for the standard "Intimidation" check.
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##### Saving Throw
A common type of ability check. A roll to fight off an assault, metal or physical, or avoid an effect, such as dodging a burst of flames, resisting the bite of a poison, and maintaining concentration.
There is a saving throw for each of the ability scores and as a result it is very uncommon to use anything other than the relevant ability modifier and proficiency bonus when making a saving throw.
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##### Attack Roll
An attempt to strike a creature with an attack or effect whether it be a blade, arrow, or bolt of fire.
There are two main types of attack rolls, magical and non-magical. For any attack you first determine what ability modifier the attack uses, often strength for melee and dexterity for ranged although many things allow you to use different ability scores. A weapon is often a non-magical attack. Then you add your proficiency bonus if you are proficient with how you are attacking, often this is a weapon proficiency. An enchanted weapon makes a magical attack, overcoming resistances and immunities to nonmagical damage.
For magical attacks through casting spells, you simply reference your magic modifier which is a combination of your spellcasting ability modifier and proficiency bonus as explained in the [[Casting a Spell]] section. For both methods of attacking it is common to gain bonuses to your attack rolls from the equipment and items you use when making your attacks.
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### Checks with Multiple Dice
There are multiple ways to effect how many dice you roll when making a check. Many sources can cause you gain advantage or disadvantage on specific checks. When you have advantage, you roll an additional d20 and use the highest of the two rolled values when determining the check's result. Similarly, disadvantage causes you to roll an additional die but only use the lowest rolled value. Unless otherwise stated advantage and disadvantage do not stack with each other only allowing you to roll a maximum of 2 dice for a check. If you have an equal number of sources providing advantage and disadvantage on a check it is instead made normally, otherwise whichever you have the most sources for takes priority.
Effects that allow you to re-roll dice can apply to each die individually before determining a result, but only the final value used to determine the check's result is treated as the value rolled for the sake of gaining Heroic Inspiration and similar effects.
##### Re-Rolling
Many effects allow you to re-roll a die. To do so, you discard the value of the affected die and roll a new value to use in its place. If you "must use the new result" the new value cannot be re-rolled by further effects.
### Heroic Inspiration
When you act accordingly to your [[Destinies|Destiny]] and fulfill it's Source of Inspiration, you gain one inspiration charge. In addition, the GM can grant a player inspiration whenever they feel a character has been particularly clever, engaging, or heartfelt in their roleplaying or playing a character to their traits and flaws. You can hold a number of inspiration charges equal to your proficiency modifier. Once you have inspiration, you can save it indefinitely.
Whenever you or an ally you can see makes an attack roll, saving throw, or ability check, you may spend an inspiration charge to grant advantage to that roll.
Alternatively, you can spend inspiration to use the _inspiration feature_ unique to your chosen destiny, or to activate a character ability that requires it.
%%### Reacting to Checks
Things like bless and bardic%%
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**Kibbles Heoric Inspiration**
Expanded inspiration rule set - https://www.gmbinder.com/share/-Ldu8CT4gMByDrAKvmQ5
**1 Point**
Legendary Resolve - After failing an attack roll, ability check, or saving throw, but before you know the outcome of the effect, you can choose to spend 1 Inspiration to roll an additional die. You can choose between the additional die and the die you would have had to otherwise use.
Cast Without Spell Points - When you lack the spell slots to cast a spell, you can expend a number of Inspiration equal to the Spell Slot level to cast the spell instead. To cast a first level spell, it would cost 1 Inspiration. To cast a 5th level spell, it would cost 5 Inspiration.
Rapid Cast - cast two leveled spells in a turn (maybe 1 per spell level)
**2 Points**
Legendary Resistance - After failing a saving throw, you can choose to succeed instead.
Legendary Endurance - At the start of your turn, you can choose to expend a number of hit dice up to your Proficiency modifier. Roll and regain health as normal (the hit dice are expended).
Heroic Save - If a character within 5 feet of you is attacked, or fails a Strength, Dexterity, or Constitution saving Throw, as a reaction you can choose to suffer the effect instead of them. You have resistance to all damage until the start of your next turn. You can move yourself and/or the saved target up to 10 feet, and only you are subject to Opportunity Attacks.
**3 Points**
Legendary Action - You can choose - at any point - to expend 3 Inspiration and take a Legendary Action. For your Legendary Action, you can take any standard action you can normally take, or move up to your movement speed. _You gain one level of Exhaustion after the action is complete._
Defy Death - When you would drop to zero hitpoints, you can instead drop to 1 hit point by expending three Inspiration points.
**4 Points**
Legendary Ability - Before making an attack roll or ability check expend 4 Inspiration points to roll a 20. You must decide to use this before making the check or attack. While a 20 is a critical hit on an attack, a 20 on an ability check is not inherent success, though it will usually be as favorable as possible a result.
**5 Points**
Unstoppable - You will not fall unconscious until you take lethal damage (negative your maximum health) or 1 minute passes; you can disregard any condition that would automatically kill or destroy until the minute is up, and you are under the effect of _freedom of movement_. You will die at the end of the of the minute if you have three failed death saving throws. _You gain five levels of Exhaustion after the minute is complete._
Perfect Clarity - You achieve a state of perfect clarity. You are under the effects of _haste_ and _foresight_ for one minute. You not restricted to one spell per turn while under this effect. _You gain five levels of Exhaustion after the minute is complete._
Deus Ex Machina - A cosmic entity directly interferes and snatches you from reality, returning you and 1d4 of your companions to somewhere safe.
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## Difficulty Class (DC)
To determine if a check was successful or a failure the final result is compared against a Difficulty Class (DC). If the result of a check meets or exceeds the relevant DC it is considered a success, otherwise it is a failure. Results of a failure or success depend on what prompted the check and can range from opening a lock, to striking with an attack.
Difficulty Class can range from task to task but roughly follows this table.
| Difficulty | DC |
| ----------------- | --- |
| Trivial | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
The DC used for each of the three ability checks:
**Skill Checks** - A DC provided by a description or determined by the GM depending on the difficulty of the current task.
**Saving Throw** - Provided by the effect causing the saving throw to be made. Spell Save DC in the case of saving against a spell effect.
**Attack Roll** - The Armor Class of the creature being targeted by the attack.