### **1. What is a DC?**
- A **DC** is the number assigned to a specific task or challenge by the DM.
- When a character or creature attempts an action, they roll a d20 and add any relevant modifiers (such as skill, proficiency, or ability modifiers).
- If the total equals or exceeds the DC, the action succeeds. Otherwise, it fails.
### **2. Types of Rolls That Use DCs**
1. **Ability Checks**:
- Determine success in non-combat tasks like climbing, deciphering a puzzle, or recalling lore.
2. **Skill Checks**:
- Specific ability checks tied to a skill, such as Dexterity (Stealth) or Intelligence (Arcana).
3. **Saving Throws**:
- When a creature tries to avoid a harmful effect, it rolls a saving throw against a spell’s or ability’s DC.
4. **Contests**:
- When two creatures oppose each other, each makes a roll, and the higher result wins.
### **3. Setting a DC**
| Difficulty Level | DC | Description |
| ----------------- | --- | ----------------------------------------------- |
| Very Easy | 5 | Almost anyone can succeed. |
| Easy | 10 | Simple tasks requiring minimal effort. |
| Moderate | 15 | Tasks requiring skill or training to complete. |
| Hard | 20 | Tasks that challenge even skilled characters. |
| Very Hard | 25 | Tasks that are extremely difficult. |
| Nearly Impossible | 30 | Tasks that are almost beyond mortal capability. |
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### **4. Modifying DCs**
The DM may adjust DCs based on circumstances, environment, or tools available.
#### **Circumstantial Modifiers**
1. **Advantageous Conditions**:
- Lower the DC if the situation makes the task easier.
2. **Disadvantageous Conditions**:
- Increase the DC if the situation makes the task harder.
#### **Tools and Assistance**
- Proficiency with tools (e.g., thieves' tools for picking a lock) or teamwork may lower the DC or grant advantage.
### **5. DCs for Spell Effects**
Spells and abilities that require saving throws often specify their own DCs, calculated as follows:
#### **Spell Save DC**
Spell Save DC= 8 + Proficiency Bonus+ Spellcasting Ability Modifier
### **6. Rolling Against a DC**
The steps to resolve a DC are:
1. Roll a **d20**.
2. Add relevant modifiers (e.g., ability score modifier, proficiency bonus).
3. Compare the total to the DC:
- Equal to or greater than the DC: Success.
- Less than the DC: Failure.
### **7. Passive DCs**
A **Passive DC** can be used when an action doesn’t require rolling, such as sneaking past an inattentive guard.
#### **Passive Perception Example**
- Passive Perception = 10 + Wisdom(Perception)Modifier
### **8. Special Situations**
#### **Group Checks**
- When a group attempts a task (e.g., crossing a rickety bridge), the DM may call for a group check.
- Success: Half or more of the group succeeds.
- Failure: More than half of the group fails.
#### **Retrying a Check**
- Some tasks allow retries, but the DM may impose consequences or increase the DC for repeated attempts.
#### **Contested Rolls**
- DCs can represent the results of opposing actions.