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How to Calculate Skill Checks and Saving Throws in D&D 5e (2014 Rules)

For 2014 D&D 5e, calculate a skill check or saving throw with the relevant ability modifier and add proficiency only when proficient. Spell save DCs use a separate formula.
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Under the 2014 D&D 5e rules, a skill check is d20 + the relevant ability modifier, adding proficiency bonus only if you’re proficient in the skill being used. A saving throw is d20 + the modifier for the ability named by the effect, adding proficiency bonus only if you’re proficient in that save. A spell’s save DC is calculated separately: 8 + the caster’s spellcasting ability modifier + proficiency bonus + special modifiers.

What you add to a skill check

A skill check is an ability check made using a skill. The skill does not have its own fixed bonus: use the ability modifier the DM calls for, then add proficiency bonus if you have proficiency in that skill. Add any other applicable modifiers afterward.

Formula: d20 + relevant ability modifier + proficiency bonus if proficient + other modifiers.

These are the usual 2014 skill associations:

  • Strength: Athletics
  • Dexterity: Acrobatics, Sleight of Hand, Stealth
  • Intelligence: Arcana, History, Investigation, Nature, Religion
  • Wisdom: Animal Handling, Insight, Medicine, Perception, Survival
  • Charisma: Deception, Intimidation, Performance, Persuasion
  • Constitution: no associated skill

The DM can pair a skill with a different ability when the task warrants it. For instance, the 2014 rules offer Constitution (Athletics) as a possible check for a long swim. If a check uses Stealth with a different ability, use that ability’s modifier—not Dexterity’s.

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Example: Dexterity (Stealth)

A character with Dexterity 15 has a +2 modifier. If the character is proficient in Stealth and has a +2 proficiency bonus, the check is d20 + 4 before any other modifiers. Without Stealth proficiency, it is d20 + 2.

How to find an ability modifier

Use the ability modifier, not the ability score itself. The conversion is floor((score − 10) ÷ 2): scores 10–11 give +0, 12–13 give +1, 14–15 give +2, and 8–9 give −1. For example, an ability score of 15 contributes +2 to a roll using that ability.

What you add to a saving throw

The effect that requires the save specifies which ability to use. Roll a d20, add that ability’s modifier, and add proficiency bonus if you are proficient in saving throws using that ability. Then apply any other relevant modifiers.

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Formula: d20 + specified ability modifier + proficiency bonus if proficient in that save + other modifiers.

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In 2014 D&D, your class determines your saving throw proficiencies; some monsters also have save proficiencies. A successful save may avoid an effect or reduce its harm, depending on the feature, spell, or other effect.

Example: Wisdom saving throw

A character with Wisdom 14 has a +2 modifier. If the character is proficient in Wisdom saves and has a +3 proficiency bonus, the save modifier is +5, so the roll is d20 + 5 before other bonuses or penalties.

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How to calculate a spell save DC

A spell’s save DC is the target number the spellcaster sets—not the target’s saving throw bonus. Under the 2014 rules, calculate it as:

8 + spellcasting ability modifier + proficiency bonus + special modifiers.

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A caster with a +3 spellcasting ability modifier and a +3 proficiency bonus has a base spell save DC of 14 before special modifiers. The spell states which ability the target uses for its save and what happens on a success or failure. The target rolls its own d20 and adds its own modifier and save proficiency, if any.

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How the DC and roll determine success

For ability checks and saving throws, the roll total generally succeeds when it equals or exceeds the DC. The DM sets an ability-check DC; the 2014 Basic Rules give these values as difficulty guidance:

Difficulty Typical DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 30

This is guidance, not a required menu of DCs. A saving throw’s DC comes from the effect that causes it; a spell’s DC is calculated using the caster-side formula above.

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Advantage, disadvantage, and passive checks

With advantage, roll two d20s and use the higher one; with disadvantage, use the lower one. Add the usual modifiers to the die you keep.

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A passive check uses no roll. Its total is 10 + the modifiers that normally apply, with +5 for advantage or −5 for disadvantage. For example, the 2014 Basic Rules give a level-1 character with Wisdom 15 and Perception proficiency a passive Perception of 14.

Common calculation mistakes

  • Adding proficiency to every check: add it only when proficient in the skill or tool relevant to that check.
  • Treating a skill as tied to one ability in every situation: the DM may call for a different ability-skill pairing when the task supports it.
  • Adding proficiency twice: proficiency bonus is added no more than once to a roll, even if multiple rules appear to grant it. A feature may explicitly double or halve the bonus in its stated circumstances; lacking the required proficiency does not turn a zero proficiency bonus into a benefit.
  • Using a spell save DC as the target’s bonus: the DC is the number to meet; the target rolls with its own ability modifier and save proficiency, if applicable.
  • Assuming a natural 20 always succeeds or a natural 1 always fails: the cited ability-check and saving-throw rules determine success by comparing the total with the DC. Do not apply attack-roll rules to these rolls unless another rule says to.

Edition scope

This article explains the 2014 fifth-edition rules. “5e” can refer to more than one rules revision, and these calculations should not be assumed to describe the 2024 revision. The official 2014 Basic Rules cover ability checks and saves; the official spellcasting rules give the spell save DC formula. The 2014 Player’s Handbook is the full rules reference.

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