What Do DCs Mean?

What Do DCs Mean?

Header Art: Player’s Handbook by Wizards of the Coast

While DC may stand for Difficulty Class, what does it really mean when you ask for a DC 15 ability check? In the world of 5e, a moderate task is supposed to be represented by a DC 15 - meaning that it requires some luck or a character is proficient at the task ahead of them. Of course, what one person thinks is an easy or moderate task is going to be different to someone else. If you are a new GM, should smashing down a wooden door be as difficult as talking down a wild wolf from attacking you?

I am going to share my opinion about DCs for ability checks as well as what having a score in a certain ability likely means. Before we get started on this, lets first go over the official DCs and Tasks from the Player’s Handbook (2014). There are 6 set DCs that are most likely to show up in any game:

Task / DC
Very Easy
5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Nearly Impossible 30

A very easy task is something that you are only going to fail if you have a lot of bad luck or incompetence in a certain task. Easy tasks can often be accomplished if you have a bit of luck or some natural talent. Tasks that are moderate require you to have some skill in the task or you get lucky. Hard tasks are reserved for those times where you need either a lot of skill, or a bit of skill and a lot of luck, while very hard tasks require a lot of skill and a lot of luck. Nearly impossible tasks are reserved for those who are the top in their field and are quite lucky at the same time.

Of course, if a character has expertise in a skill, how often a character can hit those DCs changes. They need a lot less luck due to their great proficiency in that skill, though that doesn’t mean that hard tasks suddenly become moderate tasks; it simply means that they can rely on luck less often and can often do nearly impossible tasks more often than others.

Strength

This is a measure of your physical power that you can use to exert force on the physical world. You can use your strength to break, lift, carry, toss, or any other physical exertion that allows you to physically alter the world around you, like smashing down a door or lifting a fallen wagon to replace a broken wheel.

If you have a Strength of…

5 (-3) / You are as strong as a Quasit or a Dust Mephit, and can carry up 75 pounds. You often rely on others to help open jammed doors or to pick up moderately heavy items.
10 (+0) / You are as strong as a Gibbering Mouther or a Medusa, and can carry up to 150 pounds. You are about as strong as most people around you.
15 (+2) / You are as strong as a Gargoyle or a Grell, and can carry up to 225 pounds. You are likely a very strong laborer and rarely encounter something too difficult for you to open.
20 (+5) / You are as strong as a Glabrezu or a Gorgon, and can carry up to 300 pounds. You are one of the strongest people in a city and may break delicate things by accident due to your strength.

Athletics

This is a measure of how physically fit and active you are. This skill is a measure of your ability to climb, swim, lift, jump, play sports, run, and other more physically demanding activities. These tasks are often accomplished by raw force that requires you to be strong or forceful.

Very Easy 5 / You can climb up a ladder or break a thin pane of glass.
Easy 10 / You can swim up a slow flowing river or climb up a tree.
Moderate 15 / You can break down common wooden doors or compete through a difficult obstacle course.
Hard 20 / You can swim through rough ocean waves or climb along the ceiling with just your hands.
Very Hard 25 / You can break down stone doors or leap greater lengths than usual.
Nearly Impossible 30 / You can scale a slick cliff, climb up a waterfall, or swim away from a powerful whirlpool.

Dexterity

How dexterous a creature is determines how quickly they can move, how confident they are at hiding or obscuring objects, as well as how flexible they are. Dexterity is often used for performers, as well as those who value attacking with blinding speeds.

If you have a Dexterity of…

5 (-3) / You are as dextrous as a Black Pudding or a Flail Snail.
10 (+0) / You are as dextrous as a Blue Dragon or a giant Fomorian.
15 (+2) / You are as dextrous as a Chain Devil or Displacer Beast.
20 (+5) / You are as dextrous as an Air Elemental or a Faerie Dragon.

Acrobatics

Acrobats bring grace and poise as they tumble through the air or balance across narrow beams. They are quite flexible and can squeeze through small spaces or stay balanced even in dangerous situations.

Very Easy 5 / Balance across uneven cobblestones or on a just-mopped wood floor.
Easy 10 / Balance across a wide beam or walk up a muddy gentle slope without falling.
Moderate 15 / Balance across a narrow balance beam or move quickly across wet marble floors.
Hard 20 / Run across a smooth icy surface or maintain your balance on a thin wire.
Very Hard 25 / Maintain your balance on a wet, slipper slope with strong winds.
Nearly Impossible 30 / Leap across falling chunks of stone or grab a ledge narrower than an inch.

Sleight of Hand

This is a measure of how quickly your fingers and hands can move, from tying knots, setting traps, picking locks, palming objects, and more. Those with quick fingers often make competent thieves or skilled tinkerers.

Very Easy 5 / You can flip a coin between your fingers.
Easy 10 / You can palm a small object while someone is being distracted.
Moderate 15 / You can pick a moderate lock in less than a minute or steal a coinpurse while the person is distracted by talking or entertainment.
Hard 20 / You can pick a moderate lock in a few seconds or palm a small object that is being watched closely.
Very Hard 25 / You can cause a complicated trap to malfunction or steal an object from someone’s inner pockets or under clothes.
Nearly Impossible 30 / You can pick an intricate lock in just a few seconds or steal an object that someone is holding on to tightly without them noticing it.

Stealth

Hunters and assassins find stealth to be a valuable asset, allowing them to sneak up on their victims without spooking them. The more cover and the darker the light, the easier it is to accomplish stealthy deeds, though masters of the craft can avoid notice with very few obstacles.

Very Easy 5 / You can sneak up on children distracted by a performance.
Easy 10 / You can sneak out of a crowded room without most noticing you leaving.
Moderate 15 / You can sneak past guards who are tired or not paying attention.
Hard 20 / You can quickly blend into dark shadows and hide behind objects that are smaller than you.
Very Hard 25 / You can avoid the notice of most creatures, so long as you have something to hide behind or there is a light fog or dim light covering the area.
Nearly Impossible 30 / You can sneak through sections of bright light and no cover for brief seconds with no one noticing you.

Constitution

This ability is a measure of how healthy you are. Those who have little health are often overcome with diseases and are often sick; while those with a high constitution can drink others under a table or are only sick once every few years. While there are no skills associated with this ability, it is often used for when you are resisting damage, poisons, and surviving extreme weather events.

If you have a Constitution of…

5 (-3) / You are far less healthy than almost all creatures you’ll ever met.
10 (+0) / You are as healthy as a Flumph or a Violet Fungus.
15 (+2) / You are as healthy as a Grick Alpha or a Hook Horror.
20 (+5) / You are as healthy as a Dragon Turtle or an Earth Elemental.

Intelligence

The power of your mind measures your ability to recall knowledge, figure out logic puzzles, understand magic, nature, and religion. Those with higher intelligence can display this by recalling obscure facts and lore about strange events, or by detecting idiosyncrasies and hidden or obscured clues and tracks.

If you have an Intelligence of…

5 (-3) / Your intellect is that of a White Dragon Wyrmling or a Hill Giant.
10 (+0) / Your intellect is that of a Flameskull or a Ghost.
15 (+2) / Your intellect is that of a Djinni or a Bone Naga.
20 (+5) / Your intellect is that of an Ancient Green Dragon or a Lich.

Arcana

This is a measure of how much magic you understand, though not necessarily that you can cast. Those who have a firm understanding of magic aren’t required to be able to cast spells, though most will as it makes its easier to understand how magic flows.

Very Easy 5 / Know the difference between a blatant magical effect or a physical effect.
Easy 10 / Know the names of a few popular spells and a few of their functions, have heard of famous wizards that are known throughout several kingdoms.
Moderate 15 / Knowledge of several low level spells and all of their functions, and you can often tell with confidence when something is magical. In addition, you have some knowledge about common magical creatures.
Hard 20 / Grasp upon mid-level spells and their functions, as well as understand modern magical theories.
Very Hard 25 / You can write a dissertation on magical theories and know almost every high level spell and their functions, as well as knowledge of many rare magical creatures and experiments.
Nearly Impossible 30 / You can accurately understand almost all magical theories that you have read about, a solid understanding of the limitations of magic, and can recall facts about every wizard that has pushed the understanding of it.

History

This is a measure of how much one knows about the world and the events surrounding it. They may have heard about ancient civilizations or recognize flags, sigils, and more from surrounding nations. They are typically scholars who seek hidden knowledge to expand their own and have an interest in exploring lost ruins to expand what they already know.

Very Easy 5 / Recall an event that you were at a few years ago.
Easy 10 / Have heard of most major events in your region’s history.
Moderate 15 / You have heard about sporadic minor events from around the world.
Hard 20 / Recall minor details about events around the world.
Very Hard 25 / You can write a dissertation about a specific event in the world and have read about many unknown events.
Nearly Impossible 30 / You have read about unknown or hidden events in the world as well as have a unique understanding of past empires and their cultures.

Investigation

Detectives, archaeologists, and even thieves benefit from spotting idiosyncrasies in the world around them. Being able to spot traps, tracks, and other oddities is an important skill, especially for those who venture into ancient tombs that are heavily trapped. They are also great at understanding mysteries, solving mysteries with sparse clues.

Very Easy 5 / Spot obvious tracks or a clue sitting in the open.
Easy 10 / Notice that a hastily hidden trap has been concealed even if you can’t point out where specifically or pick apart a simple poem for its meaning.
Moderate 15 / Can delve into a library in search of a well written topic and have an answer you are seeking within a few hours. You can find well used hidden doors quite reliably.
Hard 20 / Find day old tracks obscured by weather or find clues hidden in ordinary objects, like false bottom drawers.
Very Hard 25 / Find traps or secret doors that are well hidden or heavily obscured by time or an expert thief.
Nearly Impossible 30 / Make accurate logical leaps in a mystery with just a few clues or spot tracks, traps, or secret doors that have been hidden by masters.

Nature

Geography, weather events, plants, animals, and more make up this skill, allowing those who know and understand it to help farmers with their fields, hunt down poisons, or medicinal herbs. Those who are in tune with primal magic, like druids, often have a strong understanding of important plants and their many uses.

Very Easy 5 / You can tell the difference between a reptile and a mammal.
Easy 10 / You have an understanding of common poisonous plants and know several breeds of dogs, horses, and other common animals. Also, you know how rivers flow and mountains develop.
Moderate 15 / You have studied the anatomy of many beasts and can recall information about several types of plants. In addition, you can advise farmers on best growing practices for common crops.
Hard 20 / You can easily spot the variants of plants by leaf patterns and how geography is shaped by plants and animals.
Very Hard 25 / You can quickly survey the geography around you and know what plants, animals, and natural geographic formations may be in the area.
Nearly Impossible 30 / You can recall the exact dosages needed for mundane plants to become poisonous and what crops can grow in what locations and their expected harvests for the next 10 years.

Religion

Faith and religions are important aspects of society, and being able to recall specific prayers and rituals can help cleanse desecrated areas or help souls find peace. Religion could be used to help put foul spirits to rest through religious rites or to marry lovers using the proper customs of their region.

Very Easy 5 / Recall prayers that are important to your specific faith.
Easy 10 / You have a loose understanding of the major pantheon and can recall the major tenents of each.
Moderate 15 / Recall important public prayers and rituals to each major faith in the pantheon and know the major tenents of minor deities in the pantheon.
Hard 20 / You know the scriptures of your specific faith by heart and can accurately recall specific passages in a second. You can recall rituals and prayers to other faiths and can even perform them well if called on.
Very Hard 25 / You know many of the secrets of your faith, those hidden from common worshipers. You have heard of esoteric cults or religions that have only a few worshipers.
Nearly Impossible 30 / You can list out almost every major and minor deity in the world, as well as their tenents, important rituals, the relationship of each of the gods, and more. On top of that, you can fulfill most of those rituals, even of minor deities, with extreme accuracy.

Wisdom

This ability measures your intuition and connection with the people, animals, and the world around you. You may be able to spot things that go against the natural world or society at large, notice when someone is trying to fool you, or calm wild animals down. Having higher wisdom allows you to connect at deeper levels with people, empathizing even with strangers.

If you have a Wisdom of…

5 (-3) / You are as wise as a Slaad Tadpole or a Gnoll Witherling.
10 (+0) / You are as wise as a Ghoul or a Harpy.
15 (+2) / You are as wise as an Ice Devil or an Ancient Red Dragon.
20 (+5) / You are as wise as a Storm Giant Quintessent or a Ki-rin.

Animal Handling

This skill measures how well you and animals get along, with those who are highly skilled, able to get through angry or wounded creatures who snap out in retaliation. Those with lots of pets can often control them easier than others.

Very Easy 5 / Can cause a well-behaved dog that loves attention to come over.
Easy 10 / You can pet most domesticated animals that like attention and have little trouble riding horses that are used to riders.
Moderate 15 / You can ride a well-behaved horse bareback and give commands without using reigns. You can calm down an agitated animal so long as you haven’t attacked them yet.
Hard 20 / Most animals can quickly be calmed down by you, even those who have lashed out with violence against you.
Very Hard 25 / You can communicate simple concepts with undomesticated animals and cause wild animals to become friendly towards you.
Nearly Impossible 30 / You calmed or scared off an extremely aggressive animal that was much bigger than you who wanted to kill and eat you.

Insight

Being able to read bodies, using micro expressions, body posture, speech cadence, and more to judge how truthful someone is being. People are always looking to get the upper hand on someone else, and so master negotiators have to be able to read others and judge what they are after, even when they try to obscure it behind half-truths and lies.

Very Easy 5 / You can catch a blatant lie about a well known event or subject.
Easy 10 / You can read simple and overt body language like if someone is very nervous or whether someone has obvious violent intentions.
Moderate 15 / You can use minor clues from someone’s mannerism or speech cadence to tell if they are hiding their apprehension about someone. You can scope out a room and gauge major emotions in the crowd.
Hard 20 / Few people can sneak a lie past you and you can often scope out a room to gauge subtle emotions in the crowd.
Very Hard 25 / You notice when good actors are attempting to decieve you and have premonitions if certain deals are going to be good for you or not.
Nearly Impossible 30 / You can gauge someones trustworthyness within a minute of meeting them.

Medicine

This skill provides knowledge of diseases, plagues, and the basic anatomy of living creatures. For those who gain additional ability in this skill, they can produce greater medicines, help in surgeries, or help end plagues.

Very Easy 5 / You can put a small bandage on a minor wound.
Easy 10 / You can treat a common cold or minor flu in someone.
Moderate 15 / You know quite a bit about common diseases and can set bones or help sew up skin from a surgery.
Hard 20 / You can amputate limbs without risking the life of the patient or perform surgeries.
Very Hard 25 / You can stop someone from dying from a strong flu or disease, and you have a wide knowledge about disease and healthcare.
Nearly Impossible 30 / You can quickly save a creature from bleeding out in a few minutes or create powerful medicine that will cure exotic diseases.

Perception

While many often confuse someone’s perceptiveness with investigation, perception is a measure of your ability to notice the world around you. Investigation is about deduction through clues, while perception is intuition and noticing odd things that need further investigation for you to fully understand.

Very Easy 5 / You can spot a distant cloud in a clear sky.
Easy 10 / You can see distant objects well, though you can’t make out small details on them.
Moderate 15 / You can hear a whispered conversation on the other side of the room so long as there is little to no other sound.
Hard 20 / You can see subtle patterns and tell how skilled someone was to craft or design objects or jewelry. You can hear someone whispering something to you even in a thundering room or while paying attention to multiple conversations at the same time.
Very Hard 25 / You have little trouble noticing odd details, even on objects that are far away from you.
Nearly Impossible 30 / You can hear a whispered conversation in a noisy room while you are on the other side of the room or spot a master thief sneaking through the darkness.

Survival

This skill is about someone’s ability to forage for food, navigate wild lands, and survive the natural world where civilization isn’t to be found. Few could survive scorching deserts or dry tundras, but those who have dedicated their lives to understanding the natural world find such extreme climates home.

Very Easy 5 / You can tell what the general direction you are heading towards if the sun is up and unobscured.
Easy 10 / You can navigate well trodden game trails and track large animals that don’t cover their tracks. You can identify what berries are safe to eat and water safe to drink.
Moderate 15 / You can navigate thick forest thickets without much sound and obscure your tracks and progress to most people.
Hard 20 / You can find water in the desert or navigate a hedge maze or cornfield.
Very Hard 25 / You can follow week old tracks in the forest or desert and you know what direction you are heading even underground with no help.
Nearly Impossible 30 / You can find tracks even in a snowstorm or find enough food to feed a large group in the desert.

Charisma

This ability measures your force of personality; how capable are you at inspiring those around you, or making requests of those in places of authority. A creature with low charisma is unable to get people to listen to them, while those with a natural presence about them often draw ears and eyes to them without even trying. While many conflate charisma with looks, this skill is simply a measure of your confidence and ability to talk eloquently with others, which many find quite attractive.

If you have a Charisma of…

5 (-3) / You are as charming as a dinosaur or a Flesh Golem.
10 (+0) / You are as charming as a Goblin Boss or a Half-Dragon.
15 (+2) / You are as charming as a Hobgoblin Warlord or a Medusa.
20 (+5) / You are as charming as a Kraken or a Rakshasa.

Deception

Used to lie, deceive, or perform minor tricks, deception gets a negative reputation, but it can be used for good. You might spread rumors about your adventuring party, talking up your deeds so that you can command higher prices, or seek to discredit a corrupt official and enact change in your city. Then again, you could just be trying to get merchants to pay you more for inferior products or sway the populace’s opinion of you.

Very Easy 5 / You can trick a small baby by hiding your face behind your hands.
Easy 10 / You can tell a convincing lie about something someone knows nothing about.
Moderate 15 / You can quickly talk your way out of a small fine with city guards.
Hard 20 / You can trick a merchant into a one-sided deal or lie to several people at once about important events.
Very Hard 25 / You can trick others into coming up with ideas as if they had originally thought of them.
Nearly Impossible 30 / You can make people second guess what they saw with first hand experience of an event or trick a merchant into taking large losses.

Intimidation

If your force of personality leaves many shaking in their boots, you are intimidating. Those who would rather be feared than loved have ways of causing fear with a glance, commanding respect from those who fear them.

Very Easy 5 / You can cause a baby to cry by making a face.
Easy 10 / You can threaten a farmer into giving you free produce from their farm or make a small child flee in fear.
Moderate 15 / You can make a wordless threat by just looking at someone and can cause animals to be scared of you with a shout.
Hard 20 / Merchants offer you better pricing for fear of reprisal and you can make a commoner flee in fear.
Very Hard 25 / You can make a reputation for yourself around town in just a day.
Nearly Impossible 30 / You can turn a mob of commoners fleeing in fear of you with a simple threat or small display of aggression.

Performance

If you are naturally inclined to entertain others, you might be a performer. Performers use their ability to attract crowds to raise money, divert attention away from their friends, or simply to increase their fame across the world.

Very Easy 5 / You can hum a simple tune or entertain small children.
Easy 10 / You can entertain commoners for several minutes or sing a song well.
Moderate 15 / You can sing songs very well and entertain a tavern for an hour.
Hard 20 / You can entertain an audience of trained professionals and come up with unique performances or songs within a few days.
Very Hard 25 / You can entertain nobles and come up with intricate impromptu performances on the spot.
Nearly Impossible 30 / You are entertaining to kings and even minor gods, capable of singing songs at a glance or come up with a unique tune on the spot.

Persuasion

It’s easier to get things done when you have people willing to work with you. If you are persuasive, you can request deeds and items from friendly people, uncover rumors, or spread rumors to help your life get easier.

Very Easy 5 / You can request minor items of no importance, like a feather quill to sign a document.
Easy 10 / You can start a simple rumor that will spread through a town in a matter of days.
Moderate 15 / You can ask someone who likes you to take a minor physical or monetary risk.
Hard 20 / You can request minor guarded secrets from those who like you or cause someone who is indifferent towards you to warm up to your presence.
Very Hard 25 / You can make a crowd like you quickly or spread a rumor through a city within a single day.
Nearly Impossible 30 / People always like your charming veneer and you easily make friends. People are willing to accept moderate physical or monetary risk so long as they are friendly towards you.


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