D&D 5E List of ability check modifiers (Skills, Initiative, ect...) (mellored)

Clockwerk66

First Post
Originally posted by mellored:


Bonuses:
Feats:
Actor (advantage) *Some Deception and Performance
Alert (+5) * Initiative.
Dungeon Delver (advantage) *Some Perception and Investigation.
Lucky (reroll)

Class abilities
Barbarian, Rage (advantage) *Str
Barbarian, Feral Instinct (advantage). *Initiative
Barbarian, Totem, Bear (advantage) *Str
Bard, Bardic Insperation (1d6 -> 1d12, ally)
Bard, Jack of all trades (+1->3, non proficenct)
Bard, Expertise (+2->6)
Bard, Lore, Peerless skill (1d6->1d12, self)
Cleric, Knowlage (+2->6) * Certain skills
Fighter, Champion (+2-3) *Dex, Str, and Con (incuding initiative).
Rogue, Expertsie (+2->6)
Rogue, Reliable talent (min 10 roll) *Proficet skills
Rogue, Stroke of Luck (take 20)
Rogue, Thief, Supreme Sneak (advantage) *stealth
Rogue, Assassin, Master of Deception (advantage) *some deception
Sorcerer, Wild, Tide of Chaost (advantage)
Sorcerer, Wild, Bend Luck (1d4)
Warlock, Fiend, Darkone's Own Luck (1d10)
Wizard, Divination, Portent (pre-roll)

Spells:
Guidance Cantrip (1d4).
Enhance Ability (advantage)
Enlarge/Reduce, Enlarge (advantage)
Glibness (min 15 roll) *Deception
Forsight (advantage)

Conditions and misc:
Charmed (advantage) *Social only
Ability Scores (obviously)
Skill proficencies (2->6).
Insperation die (advantage).



Reductions:
Class abilities:
Bard, Lore, Cutting Words (1d6->1d12)
Sorcerer, Wild, Bend Luck (1d4)

Spells:
Bestow Curse (disvantage)
Contagion, several (disavantage) *Varies
Enlarge/Reduce, Reduce (disadvantage) *Strength
Eyebite, sicken (disavantage)
Heat Metal (disvantage)
Hex (disvantage, 1 stat)
Raise dead (4->1 for target).
Resurection (4->1 for target, disavantage for caster)
Staggering Smite (disavantage)
Symbol, Doom (disavantage)

Conditions and misc:
Blind (auto-fail) *Sight checks
Defened (auto-fail) *Hearing checks
Exhaustion (disvantage)
Frightened (disvantage).
Posioned (disvantage)
Restrianed (disvantage) *Dex only.
Heavily Encumbered (disvantage)
No Armor Proficency (disvantage)
Armor Penalty (disvantage) *stealth.

Things that are not, but should be errated into penalties.
Paralized (auto-fail) *Str and Dex checks
Petrified (auto-fail) *Str and Dex checks
Stunned (auto-fail) *Str and Dex checks
Unconcious (auto-fail) *Str and Dex checks


Let me know if i missed any.




Originally posted by Clutchbone:


Not sure if this is what you're looking for but here goes:

  • Thief's Supreme Sneak gives adv. on Stealth checks
  • Assassin's Imposter gives adv. on certain Deception checks
  • Actor feat gives adv. on certain Deception and Performance checks
  • Dugeon Delver gives adv. on certain Perception and Investigation checks





Originally posted by mellored:


Clutchbone wrote:Not sure if this is what you're looking for but here goes:

  • Thief's Supreme Sneak gives adv. on Stealth checks
  • Assassin's Imposter gives adv. on certain Deception checks
  • Actor feat gives adv. on certain Deception and Performance checks
  • Dugeon Delver gives adv. on certain Perception and Investigation checks
Added, thx.


Originally posted by Ashrym:



Some armors apply disadvantage to stealth regardless of proficiency.




Originally posted by whitishknight:


Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...




Originally posted by mellored:


Ashrym wrote:
Some armors apply disadvantage to stealth regardless of proficiency.
added


Originally posted by mellored:


whitishknight wrote:Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...
That would be a seperate list.
As would attack rolls and AC.




Originally posted by Morukai:





mellored wrote:Reductions:

Conditions and misc:
Blind (auto-fail) *Sight checks
Defened (auto-fail) *Hearing checks
Exhaustion (disvantage)
Frightened (disvantage).
Paralized (auto-fail) *Str and Dex checks
Petrified (auto-fail) *Str and Dex checks
Posioned (disvantage)
Restrianed (disvantage) *Dex only.
Stunned (auto-fail) *Str and Dex checks
Unconcious (auto-fail) *Str and Dex checks
Heavily Encumbered (disvantage)
No Armor Proficency (disvantage)
Armor Penalty (disvantage) *stealth.

Let me know if i missed any.
Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...

However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.

Just pointing out what seems to me be to a rather large oversight by the designers.




Originally posted by mellored:


Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...

However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.

Just pointing out what seems to me be to a rather large oversight by the designers.
Oh, good catch.
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.




Originally posted by Erevan:


Since you've listed Reliable Talent, you might consider Glibness, which operates in a similar fashion. Double-check me on all of this, but I believe it's an 8th level spell available to bards and locks that makes Charisma-based checks have a minimum 15 roll for an hour.

It has the added benefit of fooling any lie-detecting magic.

Thanks for the list, btw. It's proven useful!




Originally posted by Jay_Ibero_911:


Kind of a funny thing about Remarkable Athlete vs. Jack of All Trades, one gives half-proficiency rounded up, and the other is rounded down. They couldn't even be consistent with that...




Originally posted by raleel:


mellored wrote:
Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...

However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.

Just pointing out what seems to me be to a rather large oversight by the designers.
Oh, good catch.

Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
The barbarian obviously has an oiled physique.




Originally posted by mellored:


Erevan wrote:Since you've listed Reliable Talent, you might consider Glibness, which operates in a similar fashion.
added.


Originally posted by ScuroNotte:


How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc




Originally posted by Eggnogfool:


mellored wrote:
Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...

However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.

Just pointing out what seems to me be to a rather large oversight by the designers.
Oh, good catch.

Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
how does someone under one of those conditions attempt to use a skill?


Originally posted by Kalani:




Eggnogfool wrote:
mellored wrote:
Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...

However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.

Just pointing out what seems to me be to a rather large oversight by the designers.
Oh, good catch.

Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
how does someone under one of those conditions attempt to use a skill?
About the only skills they might be forced to attempt would be opposed checks. Of those, opposed Athletics/Acrobatics checks to resist grapples/shoves is about the only one that comes to mind.
 

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