Abilities/Dexterity

Dexterity measures agility, reflexes, and balance. It’s also used to determine attacks and damage using range weapons such as bows and crossbows.

Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics
The DM/GM might also call for a Dexterity (Acrobatics) check to see if you can can walk on a precarious surface, and your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck; or perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Disable Device
Make a Dexterity (Disable Device) check when you attempt to disable a trap.

Pick Lock
Make a Dexterity (Pick) check when you attempt to pick a lock.

Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, sneak past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Thievery
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Thievery) check. The GM might also call for a Dexterity (Thievery) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Other Dexterity Checks
The DM/GM might call for a Dexterity check when you try to accomplish tasks like the following:
 * Control a heavily laden cart on a steep descent
 * Steer a chariot around a tight turn
 * Securely tie up a prisoner
 * Wriggle free of bonds

Attack Rolls and Damage
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a bow. You can also choose to add your Dexterity modifier instead of your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Armor Class
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

Initiative
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

Movement
You may use miniatures with grids, or “theater of the mind” at the GM’s discretion. All movements are based on squares that are 5 feet in diameter, so if you can move 6 squares, that means you can move up to 30 feet in any direction. If your Dexterity is +1 or higher, add an additional square (5 feet) equivalent of your Dexterity bonus to your movement.