> [!columns|3 no-t]
> >[!abstract|no-i title-center] **[[Up]]**
>
> > [!example|no-i title-center] **[[Elmanon]]**
>
> > [!question|no-i title-center] **[[Player Hub]]**
> [!warning|no-i title-center] **[[Adventurer's Guild]]**
---
When the outcome of an action is uncertain, the game uses a [[Dice|d20]] roll to determine success or failure. These rolls are called *D20 Tests*, and they come in three kinds:
- [[Ability Check|Ability Checks]]
- [[Saving Throw|Saving Throws]]
- [[Attack Roll|Attack Roll]]
They follow these steps:
**1: Roll 1d20.** You always want to roll **high**. If the roll has [[Advantage]] or [[Disadvantage]], you roll two d20s, but you use the number from only one of them-the higher one if you have [[Advantage]] or the lower one if you have [[Disadvantage]].
**2: Add Modifiers.** Add these modifiers to the number rolled on the d20:
- **The Relevant [[Abilities|Ability Modifier]].**
- **Your [[Proficiency Bonus]] If Relevant.** Each creature has a [[Proficiency Bonus]], a number added when making a *D20 Test* that uses something, such as a skill, in which the creature has [[Proficiency]].
- **Circumstantial Bonuses and Penalties.** A [[Class Feature]], a [[Spells|spell]], or another rule might give a bonus or penalty to the die roll.
**3: Compare the Total to a Target Number.** If the total of the d20 and its modifiers **equals *or* exceeds** the target number, the *D20 Test* succeeds. Otherwise, it fails. The [[GM|Dungeon Master]] determines target numbers and tells players whether their rolls are successful. The target number for an [[Ability Check]] or a [[Saving Throw]] is called a [[Difficulty Class]] ([[Difficulty Class|DC]]]]). The target number for an [[Attack Roll]] is called an [[Armor Class]] ([[Armor Class|AC]]), which appears on a [[Character Sheet]] or in a stat block.
**Source:**
> [!quote] Player's Handbook 2024 p. 10