This time on Roll Factory, we're looking at Dexterity. It’s the ability you'll rely on for sick flips, sneaky stabs, and long-distance arrow delivery.
This time on Roll Factory, we're looking at Dexterity. It’s the ability you'll rely on for sick flips, sneaky stabs, and long-distance arrow delivery.
Dexterity represents physical agility. It's the modifier for the skills Acrobatics, Sleight of Hand, and Stealth. It encompasses overall nimbleness, hand-eye coordination, and how deft your character is with however many hands they have.
Dexterity helps you hit with weapons that require skill rather than power. Aiming a bow, throwing a dagger, and stabbing with a rapier all use dexterity as a modifier for attack and damage rolls.
Your DM can call for a DEX check whenever you try to move silently, make an unobserved motion, or manipulate a small object. Tying a knot, disarming a tripwire, or steering a speeding cart through a narrow tunnel could all trigger a DEX check.
Next time on Roll Factory we’ll continue our tour of the ability scores with Constitution.
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