100% found this document useful (2 votes)
265 views3 pages

D&D Task Difficulty and Checks Guide

This document provides guidelines for making ability checks and saving throws in various skills and tasks of different difficulties. It includes DCs for tasks involving strength, dexterity, constitution, intelligence, wisdom, and charisma. Checks are categorized as easy, moderate, hard, very hard, and nearly impossible. Examples include climbing, jumping, sneaking, disabling traps, recalling information, and more. The document also covers combat mechanics like damage, falling, and creature sizes.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
265 views3 pages

D&D Task Difficulty and Checks Guide

This document provides guidelines for making ability checks and saving throws in various skills and tasks of different difficulties. It includes DCs for tasks involving strength, dexterity, constitution, intelligence, wisdom, and charisma. Checks are categorized as easy, moderate, hard, very hard, and nearly impossible. Examples include climbing, jumping, sneaking, disabling traps, recalling information, and more. The document also covers combat mechanics like damage, falling, and creature sizes.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Travel Pace
  • Strength Tasks
  • Default Difficulty
  • Dexterity Tasks
  • Charisma Checks
  • Creature Stats and Falling Damage
  • Intelligence Checks
  • Wisdom Checks
  • Special Actions
  • Conditions

Default Difficulty

Class
Task DC
Trivial 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Formidable 30
Nearly Impossible 35
Strength Tasks
Break an Object
Easy (DC 10): Force open a stuc !ooden door
Har (DC!0): "rea open a solid door #eld by a loc$
"rea %ree o% rope bonds
"ery Har (DC !#): "rea open a solid door #eld by a
!ooden bar or elaborate loc
$%r&iable (DC '0): "rea c#ains or manacles$ "rea
open a #eavy door #eld by a metal bar or a master!or loc
C%ntest: &us# a door open !#en someone else is #oldin' it
closed (a'ainst )tren't#*
Cli&b
Easy (DC 10): )cale a cli%% !it# plenty o% #and#olds
(%erate (DC 1#): +limb a rou'# stone !all
Har (DC !0): +limb a s#eer sur%ace !it# scant #and#olds
$%r&iable (DC '0): +limb an oiled rope
)u&*
Easy (DC 10): ,ump a %e! %eet %art#er t#an you normally
could
Har (DC !0): T#ro! a 'rapplin' #oo in t#e middle o% a
lon' -ump
S+i&
Easy (DC 10): Tread !ater in rou'# conditions
Har (DC !0): )!im in stormy !aters
$%r&iable (DC '0): )!im %ree o% a vorte.
,&*r%-ise Tasks
(%erate (DC 1#): &us# t#rou'# an eart#en tunnel t#at is
too small
Har (DC !0): Han' on to a !a'on !#ile bein' dra''ed
be#ind it
"ery Har (DC !#): Tip over a lar'e stone statue$ /eep a
boulder %rom rollin'
[Link] Tasks
Balance
Easy (DC 10): 0al across an icy sur%ace
(%erate (DC 1#): 0al on a narro! led'e
Har (DC !0): +ross a !ildly s!ayin' rope brid'e
"ery Har (DC !#): 0al across a ti'#trope$ )lide do!n a
staircase !#ile standin' on a s#ield
C%nceal an Object
Easy (DC 10): &er%orm simple %eats o% slei'#t o% #and
C%ntest: &alm an ob-ect !#ile under close observation
(a'ainst 0isdom*
Disar& a Tra* 1
Easy (DC 10): /eep a pit trap %rom openin' !#en it2s tri'3
'ered
(%erate (DC 1#): /eep a scyt#in' blade trap %rom tri'3
'erin'
Har (DC !0): &revent a poison needle or 'as trap %rom
sprin'in'
"ery Har (DC !#): 4isarm an intricate trap
$%r&iable (DC '0): 4isarm a ma'ic trap
Dri-e
(%erate (DC 1#): +ontrol a #eavily laden cart on a steep
descent
Har (DC !0): )teer a c#ariot around a ti'#t turn or
around an obstacle in your pat#
O*en /%ck 1
(%erate (DC 1#): &ic a simple loc
Har (DC !0): &ic a typical loc
"ery Har (DC !#): &ic an elaborate loc
$%r&iable (DC '0): &ic a master!or loc
$%r&iable (DC '0): &ic a ma'ical loc (re5uires %eat*
Sneak
C%ntest: Hide in an obscured area (a'ainst 0isdom*
Tu&ble
(%erate (DC 1#): )!in' %rom a c#andelier
"ery Har (DC !#): )omersault over a creature o% t#e
same si6e
,&*r%-ise Tasks
Easy (DC 10): )ecurely tie up a prisoner
Har (DC !0): 0ri''le %ree o% rope bonds
"ery Har (DC !#): )lip out o% manacles
C%ntest: 0ri''le %ree o% a 'rapple (a'ainst )tren't#*
1 requires proficiency with thieves tools
C%nstituti%n Tasks
,&*r%-ise Tasks
Easy (DC 10): 7ua%% an entire stein o% ale in one 'o
(%erate (DC 1#): Marc# overland %or t!elve #ours in a
day$ 8oll do!n a steep slope !it#out tain' dama'e
Har (DC !0): )tay a!ae %or %orty #ours$ )!im %or an
#our strai'#t
"ery Har (DC !#): Marc# overland %or ei'#teen #ours in
a day$ )!im %or t#ree #ours strai'#t$
$%r&iable (DC '0): Marc# overland %or t!enty33%our
#ours
Da&age an Dying
,nstant Death0 9ou die i% t#e remainin' dama'e a%ter 0
e5uals or [Link] your #it point [Link]$
$alling 1nc%nsci%us0 :t 0 #it points you %all unconscious$
Ends i% you re'ain any #it points$
Death Sa-ing Thr%+s0 0#enever you start your turn !it#
0 #it points; you must mae a +<N save (4+ 10*$ T#ird
success; you become stable$ <n your t#ird %ailure; you die$
T#e successes and %ailures do not need to be consecutive;
and t#e number o% bot# is reset to 6ero !#en you re'ain
any #it points or become stable$
Natural 1: +ounts as t!o %ailures$
Natural 20: you re'ain 1 #it point$
Da&age at 0 Hit 2%ints0 Eac# time a creature !it# 0 #it
points taes dama'e; it su%%ers a deat# savin' t#ro! %ailure$
I% t#e dama'e e5uals t#e creature2s #it point [Link]; it
dies$
Sur*rise
3lertness
4eainess
DC
4istracted 20
=n%ocused 15
4isinterested 10
Vi'ilant 5
&aranoid 0
Tra-el 2ace
2ace
4eainess
DC
5(a.0 Distance *er Turn5
# &in0 1 h%ur 1 ay
8us#ed 15 1;>00 %t$ 3 miles 25 miles
Fast 10 ?00 %t$ 2 miles 15 miles
Moderate 5 @50 %t$ 1 mile 10 miles
+autious 0 200 %t$ 0$5 mile 5 miles
,ntelligence Checks
4ecall /%re
Easy (DC 10): 8ecall commonlyno!n %acts$ Identi%y a
common symbol
(%erate (DC 1#): 8ecall speci%ic details about commonly
3no!n %acts; or va'ue in%ormation about sli'#tly obscure
%acts$ Identi%y an uncommon monster$
Har (DC !0): 8ecall speci%ic details about obscure %acts;
or va'ue in%ormation about truly esoteric %acts$ Identi%y a
spell as it is bein' cast (#i'#er33level spells mi'#t be #ard3
er*$ =nderstand a dialect o% a no!n lan'ua'e$
"ery Har (DC !#): 8ecall speci%ic details about truly eso3
teric %acts no!n only to a %e!$ Identi%y an especially rare
monster$ 4ecip#er a simple messa'e in an un%amiliar lan3
'ua'e$ Identi%y t#e persistent e%%ects o% a spell$
$%r&iable (DC '0): Identi%y a uni5ue monster
Search
Easy (DC 10): Find a simple trip!ire or a pit covered !it#
branc#es and leaves (!#en searc#in'*
(%erate (DC 1#): Find t#e si'ns o% a creature passin'
across dry 'round and deduce its nature and t#e direction
o% its travel$ Find a #idden compartment in a c#est$
Har (DC !0): Find a secret door$ Find a pressure plate in
t#e %loor or locate a transparent trip!ire$
"ery Har (DC !#): Find a particularly !ell3#idden secret
door or !ell3dis'uised pressure plate
,&*r%-ise Tasks
Easy (DC 10): +ommunicate a simple idea to a creature
t#at doesn2t s#are your lan'ua'e
(%erate (DC 1#): 4educe !#at ind o% !eapon caused
an in-ury$ Estimate t#e value o% a piece o% -e!elry$ &ull to3
'et#er a dis'uise to #elp an ally pass as a city 'uard$
Har (DC !0): 4etermine #o! to cause part o% a tunnel to
collapse$ Estimate t#e value o% a 'emstone
"ery Har (DC !#): Estimate t#e value o% a rare; anti5ue;
or [Link] item
C%ntest: &ass o%% a %or'ed document as real (a'ainst Intelli3
'ence*
6is%& Checks
3&inister $irst 3i
Easy (DC 10): Identi%y a common ailment or poison %rom
its symptoms
(%erate (DC 1#): )tabili6e a dyin' creature
Har (DC !0): Identi%y a rare ailment or poison
Hanle an 3ni&al
(%erate (DC 1#): Aet an animal to eep movin' !#ile
tired
Har (DC !0): Train an animal %or a speci%ic tas$ +alm an
a''ressive !ild animal$
"ery Har (DC !#): +alm a paniced animal$ 8ear a !ild
animal$
$%r&iable (DC '0): Tame a !ild animal
/isten
(%erate (DC 1#): Eavesdrop on a conversation t#rou'#
a door
"ery Har (DC !#): Eavesdrop on a !#ispered conversa3
tion t#rou'# a door
C%ntest: Hear someone !#o2s tryin' to be silent (a'ainst
[Link]*
Sense (%ti-e
(%erate (DC 1#): 4iscern !#o amon' a ca'ey 'roup is
t#e leader$ 8ead a person2s motives or attitude$
Har (DC !0): Interpret enemies2 #and si'ns
"ery Har (DC !#): )ense an outside in%luence on a per3
son; suc# as an enc#antment spell
C%ntest: 8eco'ni6e a lie (a'ainst +#arisma*
C%ntest: )ee t#rou'# a dis'uise (a'ainst +#arisma*
S*%t
Har (DC !0): Find a tiny item suc# as a 'em in t#e midst
o% a lot o% ot#er items
C%ntest: )pot a creature t#at is #idin' (a'ainst [Link]*
Track Creatures (re7uires feat)
Easy (DC 10): Trac a creature t#rou'# sno! or mud
(%erate (DC 1#): Trac a creature t#rou'# a %orest$
Har (DC !0): Trac a creature across dirt or 'rass
"ery Har (DC !#): Trac a creature across bare stone
$%r&iable (DC '0): Trac a creature across dirt or 'rass
a%ter a rain%all
,&*r%-ise Tasks
Easy (DC 10): Hunt and %ora'e %or %ood !#ile travelin' in
t#e !ilderness
(%erate (DC 1#): :void natural #a6ards; suc# as 5uic3
sand
Har (DC !0): /eep %rom 'ettin' lost !#ile travelin' in
t#e !ilderness
Charis&a Checks
Bluff
C%ntest: Fast3tal or con someone (a'ainst 0isdom*
C%ntest: :dopt a dis'uise (a'ainst 0isdom*
C%ntest: Impersonate someone2s voice (a'ainst 0isdom*
C%ntest: Aive %alse assurance to dull suspicion (a'ainst
0isdom*
C%ntest: Tell a convincin' lie (a'ainst 0isdom*
8ather 4u&%rs
Easy (DC 10): Aat#er t#e common 'ossip in a to!n or
nei'#bor#ood$ Bearn about t#e local po!er %i'ures
(%erate (DC 1#): Find !#at you need in an un%amiliar
city$ Find out !#o2s really in po!er
Har (DC !0): 0easel out local in%ormation only a %e!
ot#er people no!
"ery Har (DC !#): 4i' up obscure ne!s or lore %rom a
community
,nti&iate
Har (DC !0): Aet an unruly cro!d to move out o% t#e
!ay$ "ad'er allied soldiers into a %i'#tin' mood$ Aoad a
person into action$
C%ntest: &ry in%ormation out o% a prisoner (a'ainst 0is3
dom*
2ref%r&
Easy (DC 10): Entertain a cro!d !it# a tall tale
Easy (DC 10): Aive a pleasin' speec#
(%erate (DC 1#): Aive a rousin' or inspirin' speec#$
2ersuae
(%erate (DC 1#): +alm and com%ort a distrau'#t person
C%ntest: &ersuade someone to do somet#in' (a'ainst 0is3
dom*
C%ntest: +onvince someone to bac do!n %rom a con%ron3
tation (a'ainst 0isdom*
$alling Da&age
1dC blud'eonin' dama'e %or every 10 %eet; to a [Link]
o% 20dC$
Creature Si9e
Si9e S*ace Surr%un $ills
Tiny 2$5 D 2$5 %t$ > 1
)mall 5 D 5 %t$ > 1
Medium 5 D 5 %t$ > 1
Bar'e 10 D 10 %t$ 12 1$5
Hu'e 15 D 15 %t$ 1C 2
Aar'antuan 20 D 20 %t$ 20 2$5
6anering (%nsters
4egi%n Enc%unter Change (!0)
4esolate 1? E 20
)parely in#abited 1F E 20
Typical re'ion 15 E 20
T#icly in#abited 13 E 20
4ensely in#abited 11 E 20
C%niti%ns
Bline
:utomatically %ails any ability c#ec t#at involves si'#t$ :t3
tac rolls a'ainst t#e creature #ave advanta'e; and t#e crea3
ture2s attac rolls #ave disadvanta'e$
Char&e
+annot attac t#e c#armer or tar'et t#e c#armer !it# #arm3
%ul abilities or ma'ical e%%ects$ T#e c#armer #as advanta'e on
any ability c#ec to interact socially !it# t#e creature$
Deafene :utomatically %ails any ability c#ec t#at involves #earin'$
$rightene
4isadvanta'e on ability c#ecs and attac rolls !#ile t#e
source o% its %ear is !it#in line o% si'#t$ +annot !illin'ly
move to a position !#ere it !ould end a turn closer to t#e
source o% its %ear t#an !#ere it started$
,nc%r*%real
8esistance a'ainst nonma'ical dama'e; and t#e creature2s
tar'ets #ave resistance a'ainst its nonma'ical dama'e$ +an
move t#rou'# an ob-ect or anot#er creature; but can2t stop
t#ere$
,n-isible
:n invisible creature is impossible to see !it#out t#e aid o%
ma'ic or a special sense$ For t#e purpose o% #idin'; t#e crea3
ture is #eavily obscured$ T#e creature2s location can be de3
tected by any noise it maes or any tracs it leaves$ :ttac
rolls a'ainst t#e creature #ave disadvanta'e; and t#e crea3
ture2s attac rolls #ave advanta'e$
2araly9e
+annot move; spea; or tae any action t#at is not purely
mental$ )ub-ect drops !#atever it2s #oldin' and %alls prone$
T#e creature automatically %ails )tren't# and [Link] savin'
t#ro!s$ :ttac rolls a'ainst t#e creature #ave advanta'e$
2r%ne
<nly movement option is to cra!l; unless stands up$ 4isad3
vanta'e on attac rolls$ :n attac roll #as advanta'e a'ainst
t#e creature i% t#e attacer is !it#in 5 %eet o% it$ <t#er!ise; an
attac roll #as disadvanta'e a'ainst t#e creature$
4estraine
)peed becomes 0; and it cannot bene%it %rom bonuses to its
speed$ :ttac rolls a'ainst t#e creature #ave advanta'e; and
t#e creature2s attac rolls #ave disadvanta'e$ T#e creature #as
disadvanta'e on [Link] savin' t#ro!s$
Stunne
+annot move or tae actions$ :utomatically %ails )tren't#
and [Link] savin' t#ro!s$ :ttac rolls a'ainst t#e creature
#ave advanta'e$
1nc%nsci%us
:n unconscious creature drops !#atever it2s #oldin' and %alls
prone$ T#e creature cannot move; tae actions; or perceive
its surroundin's$ T#e creature automatically %ails )tren't#
and [Link] savin' t#ro!s$ :ttac rolls a'ainst t#e creature
#ave advanta'e$
S*ecial 3cti%ns
C%u* e
8race
:ttac unconscious creature !it#in 5 %eet; i% you #it t#e creature and deal dama'e; t#e
creature drops to 0 #it points; re'ardless o% #o! many #it points it #ad$ I% t#e creature
!as already at 0 #it points; it dies$
Disengage
Move up to #al% your speed$ I% you leave a #ostile creature2s reac# durin' t#is move3
ment; you do not provoe an opportunity attac %rom t#at creature$
D%ge
=ntil your ne.t turn; attac rolls a'ainst you #ave disadvanta'e; and you mae [Link]
savin' t#ro!s !it# advanta'e$ 9ou lose t#is bene%it i% you cannot move or tae actions$
8ra**le
=sin' at least one %ree #and; you try to 'rab and #old a creature no more t#an one si6e
lar'er t#an you by main' a success%ul )tren't# c#ec contested by t#e creature2s
)tren't# c#ec or [Link] c#ec (t#e creature c#ooses t#e ability*$ I% you succeed; t#e
creature2s speed becomes 0 and cannot increase until t#e 'rapple ends$
(%-ing a 8ra**le Creature0 0#en you move; you can dra' or carry a 'rappled crea3
ture !it# you; but every 5 %eet costs you 5 [Link] %eet o% movement; unless t#e creature is
t!o or more si6es smaller t#an you$
4estraining a Creature0 :s a separate action; you can restrain a 'rappled creature by
main' anot#er success%ul )tren't# c#ec contested by t#e creature2s )tren't# c#ec or
[Link] c#ec$ I% you succeed; t#e creature is restrained$ 0#ile you2re restrainin' it;
attacs a'ainst you #ave advanta'e; your attacs #ave disadvanta'e; and you #ave disad3
vanta'e on [Link] savin' t#ro!s$ 9ou can stop restrainin' t#e creature at any time$
Ening a 8ra**le0 9ou can release a 'rappled creature !#enever you lie; and you
must do so i% you can2t tae actions or i% you lose control o% t#e 'rabbin' limb$ I% a
%orce; suc# as t#e blast created by t#e spell thunderwave; removes a 'rappled creature
%rom your reac#; t#e creature is %reed; unless t#e %orce also tar'ets you and moves you
!it# t#e creature$
:s an action; a 'rappled creature can escape by succeedin' on a )tren't# or [Link]
c#ec contested by your )tren't# c#ec$
Hel*
+reature you aid 'ains advanta'e %or t#e ne.t relevant ability c#ec #e or s#e maes to
per%orm t#at tas be%ore your ne.t turn$
:lternatively; you can aid anot#er creature in one o% its attacs a'ainst a creature !it#in
5 %eet o% you$ I% t#e creature you #elp attacs t#e tar'et be%ore your ne.t turn; t#e attac
roll is made !it# advanta'e$
Hiner
4istract or ot#er!ise #inder anot#er creature !it#in 5 %eet o% you$ T#e creature #as
disadvanta'e on t#e ne.t relevant ability c#ec or attac roll it maes be%ore your ne.t
turn$
:n%ck D%+n
/noc a creature prone t#at is no more t#an one si6e lar'er t#an you by main' a suc3
cess%ul )tren't# c#ec contested by t#at creature2s )tren't# c#ec or [Link] c#ec$
4esting
Sh%rt 4est E :t least 1 #our
9ou can spend one or more o% your Hit 4ice durin' a s#ort rest; up to your [Link] number o% Hit
4ice$ For eac# Hit 4ie you spend in t#is !ay; roll t#e die and add your +onstitution modi%ier to it$ 9ou
re'ain #it points e5ual to t#e total$ 9ou can decide to spend an additional Hit 4ie a%ter eac# roll$ <nce
you #ave spent all your Hit 4ice; you must complete a lon' rest to re'ain t#em$
/%ng 4est E :t least > #ours
Must #ave at least 1 #it point to tae a lon' rest$ :t t#e end o% t#e rest; you re'ain all your #it points and
#al% o% your Hit 4ice (round up*$
+annot bene%it %rom more t#an one lon' rest in a 2@3#our period$

Default Difficulty 
Class 
Task 
DC 
Trivial 
5 
Easy 
10 
Moderate 
15 
Hard 
20 
Very Hard 
25 
Formidable 
30 
Nearly Impo
Intelligence Checks 
Recall Lore 
Easy (DC 10): Recall commonly‐known facts. Identify a 
common symbol 
Moderate (DC 15): Rec
Conditions 
Blinded 
Automatically fails any ability check that involves sight. At-
tack rolls against the creature have adva

You might also like