Breaking Down D&D - Ability Scores: Dexterity
Understanding Dexterity: What it Is, Why it is Useful, and How to Use it Better in 5e/5.5e, OSE/OSRs, Pathfinder, and other TTRPGs
by Chris@Dragon Sol
Note: while the title calls out D&D, this article generally applies to any 5e/5.5e variant, Old School Renaissance/Revival variant (OSE/OSR), Pathfinder/Starfinder, or other Tabletop Role-playing Game (TTRPG) that uses the core ability scores.
See this article for more on the core TTRPG ability scores.
What is Dexterity?
Dexterity is all about how well a character can use their body in a given situation. It reflects body control, balance, agility, accuracy, manual manipulation, finesse, poise, and reaction speed.
Dexterity, as a player ability, is defined as having to do with balance, agility, and reflexes.
Dexterity represents the control one has over their body and, to an extent, the mind-body link. This can be expressed in:
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Nimbleness
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Accuracy when fighting with finesse based and thrown/ranged weapons
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The precision of a strike
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Sneaking around ability
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Finger manipulation
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Dodging
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Sustained speed (in combination with Strength)
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Accuracy of thrown objects (in combination with Strength)
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A character’s reaction speed
Typical in-game uses for Dexterity are:
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Initiative
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Stealthing
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Melee attack and damage modifiers with Finesse weapons
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Ranged attack and damage modifiers
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Avoiding damage from Area-of-Effect attacks
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Avoiding fall damage
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Unarmored, light, and medium armor AC calculations
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Pickpocketing
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Art and artistic flourishes
It is primarily used for avoiding damage by all classes, ranged character classes, and melee character classes who utilize unarmored defense and is a primary stat for:
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Barbarians
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Bard
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Fighter - Finesse Based
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Monk
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Ranger
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Rogue
In 5e/5.5e (not so much in PF2e) Dexterity is known as the “God Stat” or the “One Ability to Rule Them All” because it tends to provide such a mechanical advantage to any character. This has to do with the significance dexterity can make in combat encounters. On top of influencing the initiative roll it makes a significant mechanical adjustment to any combat.
First, in 5e Dexterity is used to calculate a character's AC unless they are using heavy armor. Damage-out vs. damage-in is the primary calculator for surviving combat. A bonus to AC reduces damage-in, thereby making it more likely to survive combat. Most damage inducing effects (area-of-effect spells, fall damage, etc.) can be negated or reduced with a Dexterity save.
Second, it can replace Strength for damage-out. Finesse weapons and ranged weapons can use Dexterity in-lieu of Strength for Attack and Damage modifiers.
Third, significant skill association. Some go to skills, Acrobatics, Stealth, and Sleight-of-Hand are all associated with Dexterity. Those three skills are responsible for getting characters out of sticky situations more than any other.
In 5e, while it is possible to have a character build that does not suffer a mechanical disadvantage with a low Dexterity score it is easier to give almost any character build a mechanical advantage with a good Dexterity score.
It is important to note that it has no direct connection to speed. A PC’s speed, except for movement speed, is not a measured and determined ability in 5e. All creatures have a base movement speed, usually adjusted based on size and other factors. This is a construct to facilitate tactical movement during combat. There is no measure of how quick a character is. Dexterity serves as a stand-in for this as it relates to the character’s ability to react and influences the initiative roll.
However, if you want a Quickness ability score, check out this article.
How is Dexterity Used?
The Dexterity Ability score modifier is used as a bonus to initiative rolls when setting the combat order in 5e. It also modifies Armor Class (AC) in 5e and PF2e, and Reflex saves in PF2e.
Specifically in 5e, the Dexterity Ability Score modifier is a bonus to AC when unarmored or wearing Light Armor. This includes Unarmored Defense for Barbarian and Monk class features, Draconic Resistance for Sorcerer class feature, and for Natural Armor. It is also a bonus when wearing Medium Armor, but is limited to a maximum of +2.
The Dexterity Ability Score modifier is also a bonus to Attack with ranged weapons and melee weapons that have the Finesse property (and Dexterity is the chosen option) and to Damage with said weapons (5e and PF2e). In 5e the modifier is calculated at (XDex -10)/2 and rounded down. Therefore a 10 or 11 has a modifier of 0, a 16-17 a modifier of +3, and a 6-7 a modifier of -2. The modifier is applied to the die roll for the action (Attack or Damage).
Dexterity is commonly used with the Acrobatics, Sleight-of-hand, or Stealth skills. Acrobatics represents tumbling around and performing acts of agility. Sleight-of-hand is associated with dexterous fingers and hands and is used when pickpocketing, performing card tricks, or trying to take something subtly without anyone noticing. Stealth is the go to skill for not being seen. It is used for skullduggery and sneaking around. These are some of the most commonly used skills in most games. Dexterity contests are not that common.
Dexterity saving throws are one of the most common, if not the most common, in any given game. They are usually used to negate half or all damage from an attack, area-of-effect action, or a fall. Dodging out of the way of a trap or a fireball is a common occurrence when wandering in dungeons or fighting dragons. Dexterity is also used to wriggle out of confinement, whether that is a grapple of an NPC or restraints.
Dexterity is capped at 20 (22 for PF2e) for PCs with an exception for magical boosts. Creatures and the divine can go up to 30.
But What Does That Mean?
Here’s a general breakdown of the Dexterity score, by modifier.
Dexterity Score (Modifier) | Explanation
1 (–5) | Enfeebled and prone to falling more than walking. Significantly disabled or partially paralyzed.
2-3 (–4) | Difficulty walking on your own. Easily knocks over things or falls. Disabled, some paralysis, or neurological disorder.
4-5 (–3) | Some disability or impairment. Difficulty moving and standing for long durations, possibly the result of a significant injury to the legs or back.
6-7 (–2) | Extremely clumsy, slow reactions, and bad balance. Could suffer frequent bouts of vertigo or have an inner ear disorder.
8-9 (–1) | Not the most graceful on the dance floor. Been known to step on a few toes, coat their fingers with butter, and trip over their own feet.
10-11 (0) | Average dexterity. Can walk and chew gum at the same time, maybe catch a ball or hit a target if it is not too far away.
12-13 (+1) | Not quite an athlete, but has a certain level of grace and agility. Reactions and aim are good, not great, but good.
14-15 (+2) | A decent athlete. Can throw, catch, and hit at medium speeds. Good balance and reflexes that make most people envious, but still gets hit half the time.
16-17 (+3) | A good athlete. Exceptional aim: able to hit small targets at decent distances. Reaction speed is the best most people will ever see. Unless they are standing next to a world class athlete, most people wouldn’t recognize the difference.
18-19 (+4) | A god among men. Can dodge most any incoming attack and hit back with lightning quick and precise strikes. Bobbing and weaving in a fight, or floating across a ballroom, the grace exudes in every movement.
20 (+5) | Peak of normal human performance. Every action looks like a well choreographed dance. Reaction speed seems almost precognizant. A true master of movement.
The elderly and enfeebled or those with significant disabilities have dexterity scores in the 1-6 range. Professional athletes, professional performers (dancers and acrobats), and top-tier magicians have dexterity in the 14-18 range.
Dexterity covers three different aspects of human performance: agility, aim, and manual deftness.
Agility refers to overall body control. Acrobats and gymnasts along with high performance athletes like wide receivers and footballers (i.e. soccer players). They possess physical skills that allow for one part of their body to do something while another part does something completely different. But it is done in perfect coordination.
Characters like Spider-Man show incredible agility, maintaining control of their body no matter the circumstances. Similarly seen in cats who can twist their body in midair to always land on their feet.
Aim has to do with steadying the body to perform precision movements. Sharpshooters and archers can hit a target at great distances. Tightrope walkers can carefully place their feet along small surfaces. Artists can put pen or brush to paper in an exact manner.
Characters like Robin Hood are famed for ridiculously good aim. Any number of fictional archers rely on quick reactions and an ability to hit a target no matter the circumstances.
Agility and aim both require good core strength and balance. So any character that materializes there dexterity through one or both of these aspects will have good balance giving them: an advantage when traipsing through odd or difficult terrain or anything with a compromised footing, a better ability to dodge out of the way while maintaining their footing, and a greater chance of not being knocked over or prone when hit.
Most dexterous characters have one or both of these aspects. The third aspect is a unique application of dexterity and you should not assume your character possesses it without reason. That aspect is manual deftness or dexterity. This is often utilized in actions like picking locks or picking pockets. Sleight-of-hand checks also apply.
The application of dexterity in this aspect could almost be considered a separate ability or at least require proficiency. While it may be possible to perform some sleight-of-hand without much training, complex mechanical manipulation takes years of dedication to master.
Magicians and card manipulators are known for being able to cut a deck of cards at a precise location (say 27 cards down) and place a specific card at that spot. All with one hand while upside down and strapped into a straight jacket. Performing those kinds of actions should be reserved for characters that utilize their dexterity specifically in this aspect.
Roleplaying Dexterity
Consider the character's physical build along with their dexterity score. Are they long and lean or round and puffy? Are they small and quick or massive yet agile? Someone flexible and quick might “bend like a reed in the wind” to avoid an incoming strike, while a small and round character may drop and roll, springing back to their feet after the strike swings over where they once stood.
A character that utilizes their dexterity with agility is more apt to dodge, vacating the space the foe’s weapon travels through. While a character with good aim, and therefore core strength, may conserve their movement by moving just enough to deflect or else nullify the force behind the strike even if it makes contact. And if manual dexterity is the character's strength then maybe their dodge is more of a counter hit or parry that puts the weapon strike off course just enough to miss.
Consider how your character’s dexterity is used. Do they spring about like an acrobat or minimize their movements to the most effective ones. Do they perform feats of dexterity that showcase flexibility (maybe even being double-jointed)? Do they stay low and compact and roll and twist out of harm’s way? Do they leap and climb over obstacles for tactical advantage (“Parkour!”)? Do they steady themselves no matter the footing and unleash precision strikes from afar? All are valid, but most characters won’t do them all.
Does your character rely on their flexibility, poise, agility, or balance when faced with an obstacle or do they hesitate to show off their gifts? Do they realize how naturally talented they are when they grab the incoming projectile out of midair and throw it back as if it was just a game of catch? This all plays into the mentality of the character and helps you determine, “What would my character do?”
Inversely, is your character clumsy? How clumsy? How has this affected them in life? Has it scarred them or are they well-adjusted? Are they jealous or spiteful of others or do they lean into their oafish manner?
Once you’ve determined how your character exhibits, relies on, and utilizes dexterity, lean into it to inform their actions and reactions.
Dexterity can open up exploration paths that may not be available to most. From climbing and acrobatic maneuvers to contorting your body into incredibly small spaces while spelunking, having incredible body control means you can go places others cannot.
In social situations, good aim, good balance, and good manual dexterity can leave a good impression. People like people who do amazing things. That can be an advantage.
From a mechanics stand point you can use the dice to help you roleplay. When rolling for an Ability check or Dexterity contest you can use the difference between your roll and the DC or other roll to inform your roleplay.
When the numbers are close then the contest is close. A margin of 1-2 points and you just eked out a pass as you feel the heat of the fireball singe the hairs on the back of your arm. Or if you failed by 1-2 then you thought for sure you reacted quickly enough, if it wasn’t for the uneven cobblestone that caused you to trip. Play it with a sense of relief or false bravado to cover up how close it was.
If the margin is around 5 it was a clear victory or defeat. You can attempt humility or gloat. Or perhaps you are just assured at your skill or resigned to your fate.
If the margin was approaching 10 or more then it wasn’t even a contest. One made the other look like a buffoon. The loser of the contest was significantly outclassed and ended up in a compromising position or at a severe disadvantage.
The margin of success isn’t a mechanic in the core rules of 5e (though it is used in Pathfinder). You can use it to inform your roleplay or you can use it (with your GMs agreement) to affect the narrative, perhaps with a mechanical advantage. This is similar in concept to critical hits (critical fails as well if you play with that option). A great success may give you advantage in some way or impose disadvantage. It may give you some extra throwing distance, allow you to land that long jump more impressively, or carry your punch through to the guy behind your target. It is another way to enjoy the roll of the dice. But it is not part of the core rules and in some cases can imbalance the game, so allow you GM discretion to say no in any given situation.
Building a Character with Dexterity
As previously discussed, Dexterity is often a primary ability score for most character builds. It is used excessively in Ability checks and Saving Throws, modifies Armor Class and damage with finesse and ranged weapons. On top of that it is used for some commonly used and useful skills: Acrobatics, Sleight-of-Hand, and Stealth.
The primary mechanical use in 5e (and PF2e to an extent) for Dexterity is to negate incoming damage (damage-in). This is done through modification to Armor Class as well as Dexterity saving throws from area-of-effect and fall damage. A successful save either negates damage outright or reduces it by half.
Dexterity is also used for damage-out as it modifies ranged weapons and weapons with the finesse property (in place of Strength). A character with high Dexterity can forgo a high Strength score and still be effective in combat if primarily using ranged or finesse weapons.
A character with Dexterity as a primary stat can deal true damage (a combination of damage-in vs. damage-out). A higher AC reduces how often damage is taken. Additionally an acrobatic ranged fighter can easily move to tactically advantageous or protected areas on the battlefield further avoiding damage.
If you are building a Dexterity based character consider leaning into the ranged or finesse weapons and light armor. Unarmored defense, for specific classes, is also a good option. For ranged weapon users consider tactical movement and attacking from cover as a go to strategy. For a finesse weapon user make sure your footwork is good so you can move fast, strike, and get out of range. Dexterity lends itself to a nimble and quick combatant, but not one that can take a lot of damage. Of course with an investment in Constitution your character may be able to do just that as well.
Do not overlook the benefit of a Dexterity based character in social or exploration encounters. Manual dexterity can be a boon for puzzles and locks, Picking a pocket, lifting an item, or planting one can provide slick solutions to problems. Climbing and squeezing into tight places makes exploring difficult locations possible. And don’t forget how amazing someone with great body control is to watch. Tavern games, performances, or daily tasks done with panache can impress most common folk.
But one of the most devastating uses for Dexterity is aiming under pressure. The double or nothing shot, the no-look hand off, and the long range snipe can change the morale of those who witness it. Not to mention give your character an impressive reputation.
Other common uses for Dexterity include: picking locks, setting or disarming traps, forging a document/signature, creating a piece of artwork or clockwork, playing an instrument, performing a dance, tying a knot (restraining someone), wriggling out of a restraint, and driving/steering a vehicle.
A Variant mechanic in the 5e DMG shows how an ability score can be used as a gate check to represent what a PC (or creature for that matter) is normally capable of doing. And implementing this makes Dexterity a more valuable ability in game.
Use the Dexterity based DC as a gate. If the character’s Dexterity score exceeds the DC by 5 then consider it an automatic success. Only require a roll for those activities whose DC is 5 more than the Dexterity score. If picking a pocket of a drowsy guard is “Easy” (DC 10) a Rogue with a Dexterity of 20 still has a 25% chance of failing while a clumsy fighter with a Dexterity of 8 has a 45 chance of succeeding if rolled for. With the Variant mechanic the Rogue automatically succeeds. If you let the dice decide you may have an encounter where the famous thief can’t lift the keys while the oafish brute with ham hocks for hands does it easily.
Balancing Dexterity Against Other Abilities
Because Dexterity is so beneficial, having a low Dexterity can cause a mechanical disadvantage in a 5e game. This can cause players to invest in a higher Dexterity even if it is not supported by the character build they envision. Here are some options a table can implement to rebalance the impact Dexterity has on the game allowing less dexterous characters to not be penalized so much.
The three main areas that Dexterity gives advantage are with Initiative, Damage Negation (via AC and Saving Throws), and Damage Dealt. Dealing damage with other Abilities is already baked into the game. Strength based weapons and magics using Wisdom, Intelligence, or Charisma provide a variety of options so no others are presented here. Likewise, Heavy Armor provides high AC with low Dexterity. That leaves Initiative and Saving Throws.
Variant Initiative Modifiers
The use of Dexterity to modify Initiative in 5e keys in on the Ability’s connection to reaction time. It is used to show how quickly a situation is noticed and action is taken. However, there are other possibilities. Using another Ability modifier for initiative can make a lot of sense based on how different characters approach a situation or interact with the world.
Wisdom - Wisdom can be used to represent either Perception or Insight into a combat situation. With Perception the character picks up on the little visual cues either spotting the ambush or the tensing of muscle and beads of sweat that indicate an impending attack. Insight, on the other hand, represents the hairs on the back of the neck standing up or that gut instinct that makes a character think, “It’s too quiet.”
Intelligence - Intelligent characters can deduce a situation quickly and determine the optimal course of action in a flash. This can give them an advantage in the initiative order. A strategic thinker takes less time to act, so the Intelligence modifier is a valid choice to modify initiative.
Constitution - Constitution can make sense in certain situations. If everyone engaged in combat is suffering from food poisoning or the battle is taking place in a toxic jungle filled with poisonous spores then the robustness of one’s health may be the driver for how quick they are to act.
Other situations may lend themselves to a different initiative modifier. If the fight is taking place while everyone is hanging from a broken rope bridge then Strength. If the fight starts during a performance or directly from a social encounter Charisma may play a part. If you are playing with Honor, it could be used to set initiative for a duel. While situational initiative scores probably won’t be a big part of combat encounters, throwing them in every once in a while really showcases different character traits and gives the players something fresh now and again.
Variant Saving Throws
Like with Initiative, there is room for the use of other abilities when attempting to negate damage. Dexterity saving throws are usually required to negate damage from a direct hit, an area-of-effect, or fall damage. It represents a character’s reaction, how quickly they are able to dodge or roll out of the way. But there are other ways to do it.
Instead of being quick the character could be tough. A Strength or Constitution saving throw could make sense as a mighty character throws off the brunt of the fireball or reaches out to grab the ledge and slow their fall. In some situations Intelligence might work as well, whether it is strategic thinking or paranoid planning.
Damage-In and Hit Points
From a GMs perspective the issues with a low dexterity boils down to the character routinely taking more damage. This can be mitigated by the character having more hit points (HP) or having more readily available healing. While a good Constitution can help a lot, magic items that boost AC, HP, or healing can help even more. If a low Dexterity character is routinely finding themselves on the edge of death they may be suffering an unfair disadvantage. A little GM love can smooth things out.
Improving the Value of Dexterity
Consider 5e and PF2e (and any other TTRPG for that matter) as collections of mechanics, and not all encompassing rule sets. They can easily be modified and tailored for your table. Dexterity is already easily one of the most valuable stats in the game. However, there are ways to make it valuable in more situations. From a GM’s perspective if a player wants to play a dexterity based character, have more dexterity based conundrums to be solved. From a player’s perspective, if you want to play a dexterity based character then use dexterity to solve the conundrums before you. If dexterity is your greatest asset, wouldn’t you try to use it as much as you could? There’s no reason to wait for the GM to set you up for it.
Working Together and Group Ability Checks for Dexterity
There are rules for assisting on an Ability Check and for making a group Ability Check. When working together it is possible to give aid to someone else. This allows the person making the Ability Check to roll with advantage. In a group check half or more of those making the check must succeed for the check to succeed. Aid can be used to assist Dexterity checks in some cases and there are many cases where a group Dexterity check is a good call.
Giving assistance on a check is more along the lines of giving some insight or knowledge so the PC making the check has a better chance of completing the task. Most Dexterity based checks are based on a PC’s reactions or control of their own body. In these cases aid can help if someone shouts a warning or gives specific instructions for something helpful to do or avoid. “He’s got a knife!” or “Duck!”, something like that.
In cases where the PC has to do something physical, but has time to get it right, then the PC assisting can give insight and knowledge directions to aid. Familiarity with the culture or the manufacture of the lock might assist in completing a puzzle while having an eye on the job and telling the PC, “a little to the left” can help as well.
Group checks represent something where the party must all do something to succeed, like sneaking through the alley together. This is probably not only the most common Dexterity group check made but the most common group check in general. In these situations the party is trying to move stealthily. If more than half succeed then the party succeeds as a whole. In this situation your ranger is helping the clumsy fighter in plate armor by showing him right where to step to avoid making that much noise.
Most applications of Dexterity make more sense as an individual action, but if a group action is applicable you can consider including multiple proficiency modifiers to a check if a relevant skill applies. Speaking of skills…
Applying Dexterity to Other Skills
One way to improve the value of Dexterity is by an application of Skills. The base rules call for Ability checks when a PC is not guaranteed a success. If a certain skill applies to the action then the proficiency with that skill can be added to the Ability check. This leads to the association of Skills to one, and only one, Ability. A Variant 5e rule, “Skills with Different Abilities”, can allow for what is essentially a Skill check.
Normally the GM calls for an Ability check modified by a Skill, like Wisdom (Perception), to determine the outcome of the interaction within the game world. The Variant rule turns that around. Instead of a Wisdom based check for Perception the GM can ask for an Intelligence based check for Perception. In this case, knowledge of a pattern or expected outcome can help the PC perceive the clue, or something like that.
From a roleplay perspective, the player can capitalize on this (with agreement by the GM) to play their character with a Dexterity-is-the-Solution mentality. When a check is required the player should propose a dexterity-based action that could succeed. It will be up to the GM to determine if it is a reasonable and acceptable attempt. Then the Skill check can be rolled with the Variant Ability used. Some examples of Variant Dexterity/Skill combinations and their resolution actions are provided below.
| Ability | Skill | Action Example |
|---|---|---|
| Dexterity | Athletics | Balancing, if an action will knock you down or off of something then keeping your balance may be your saving grace. |
| Dexterity | Acrobatics | Standard combination - rolling through a swinging blade |
| Dexterity | Sleight of Hand | Standard combination - picking a pocket or concealing something |
| Dexterity | Stealth | Standard combination - slinking and sneaking in the night |
| Dexterity | Arcana | Perform or understand complicated ritual movements. Execute calligraphic strokes required for recording or activating spell effects. |
| Dexterity | History | Decipher the emotion captured within the calligraphy or brush stroke of the historical record or painting |
| Dexterity | Investigation | Examine a scene without disturbing it |
| Dexterity | Nature | Interpret vibrations for tracking and reading movement on or below ground in the surrounding area. |
| Dexterity | Religion | Perform/mimic articulated prayer movements |
| Dexterity | Animal Handling | Controlling and animal by physically touching it or ride an untrained animal |
| Dexterity | Insight | Detect nervousness (through the target’s hand movements) |
| Dexterity | Medicine | Perform delicate surgery, removing foreign bodies (e.g. shrapnel, splinters, arrows, etc.) |
| Dexterity | Perception | Feel for edges (secret compartment) |
| Dexterity | Survival | Foraging delicate items (flowers, berries, eggs, etc.) |
| Dexterity | Deception | >Concealing something while being watched. Similar to sleight-of-hand except that it is performed when someone is not expecting concealment and this is performed while they are watching you. |
| Dexterity | Intimidation | Using a painful hold on the target |
| Dexterity | Performance | Performing a dance or juggling routine. It’s also useful for picking up choreography. |
| Dexterity | Persuasion | Persuasion attempts utilizing touch, such as seduction with gentle caresses, charm with friendly back pats, or steering someone towards a target with subtle shifts in their movement. |
Tactics and Battlefield Control
Dexterity based characters can excel at taking tactical advantage on the battlefield. Moving around, over, under, or through terrain with different elevations and obstacles can easily be accomplished with acrobatic movement. Vaulting, climbing, rolling, ducking, and slithering around and within obstacles are valid movement options that can enhance tactical movement and positioning. Reaching difficult spots, especially if concealed or those that provide cover is possible for an acrobat.
You can also take the stealthy approach with slow and dedicated movements allowing you to move to an advantageous spot and strike from concealment.
Battlefield control can be accomplished in a number of ways. A quick strike and retreat approach can allow one character to cover multiple openings or orchestrate tactical retreats. But don’t forget the power of a sniper. Long range attacks from an unseen opponent can paralyze an enemy force as they are afraid to move into the open. With enough planning and preparations traps and counter strikes can be placed along the only safe path of cover a sniper can force an opponent to take.
Additional Skills
The list of skills in the base rules covers most activities, sometimes with a stretch. There’s nothing stopping any given table from adopting new ones that suit their game. Skills are things that are learned through training, practice, and use. Tailor them to your game and your character. Becoming proficient in Dexterity based activities can be a boon, especially if they develop organically through your play style. Skills in climbing, swinging, tight-rope walking, pole dancing, and card tricks, etc., can all be beneficial if they are done a lot in a given campaign.
Some additional Dexterity based skills that could be fun include:
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Card Tricks/Magic Tricks
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Dancing (social dancing)
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Sword/Fire Dancing
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Climbing - allows for use of dexterity instead of strength
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High Wire Walk
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Balance Skills
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Speed Draw
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Wrestling - allows for use of dexterity instead of strength
Miraculous Feats of Dexterity
One additional rule to consider is that of “Miraculous Feats of Dexterity”. With a Miraculous Feat one can perform well past the standard ability limits. For a Miraculous Feat of Dexterity the character exerts immense body control allowing for one mind blowing action. The significance of the Feat is dependent on how much past the standard limits it is as a factor times the base, (e.g. 1x, 2x, 3x, etc.).
For each factor greater than the base, the action consumes a full turn and inflicts a level of exhaustion upon completion. The GM can vary these requirements to support dramatic storytelling of course.
For example, a bow shot must throw a lever on the other side of a boiling lava pit (well outside the bow’s range) while hanging upside down from the chain holding a steaming cauldron. The heroic archer breathes deeply, clearing their mind, so focused that they are aware of nothing but their target, not even the raging battle around them. The PC can exceed the bow's range, shooting through difficult atmospheric conditions, exerting total body control to hang with their feet, and has obscured vision from the steam. Each of those elements could easily add 5 to the DC, but in total they can make the attempt impossible. But wouldn’t it be cool for the story if it happened. In that case we consider the PC’s modifier (+7). The additional obstacles add +20 to the DC (if we were to assign one). The shot could be considered 3x (20/7=2.85) that of the archer's normal capacity. This is a 3x action. It will take 3 turns to accomplish and cause 3 levels of exhaustion.
If utilizing a DC then each factor is equivalent to 5. So an Ability check can get a +5, +10, etc., bonus to the check as a Miraculous Feat of Dexterity with the impending exhaustion as stated above. You can also allow the use of Inspiration to cover one factor without exhaustion.
The dramatic moments this can create can be epic and are seen in countless stories as the hero risks their life to accomplish what must be done. If used with restraint this can change the narrative in a compelling and memorable way.
Great Characters with Dexterity
There are many popular characters that have incredible dexterity. Even if you want to develop an original character, drawing inspiration from these classic tropes can be a great place to start. But these character builds may not be what you thought.
Spider-Man
Spider-Man is a classic example of a Dexterity based brawler. While he does have incredible Strength and Intelligence, his fighting style and maneuverability are all based on his agility and reaction. Even his spider sense is captured under the Dexterity ability. Add in his tinkering ability, web-shooting, and spider climbing and you have a Dexterity based Artificer. Utilizing a Replicate Magic Item infusion for Slippers of Spider Climbing, Web spells, and all kinds of other gadgets, you too can play as a fantasy web-slinger.
Robin Hood
The classic ranged fighter with dashing fencing ability and acrobatics, Robin Hood (as immortalized by Errol Flynn) is a long bow wielding Swashbuckler (Rogue). He utilizes Sleight-of-Hand and Acrobatics along with ranged and finesse weapons. Add in a high Charisma and proficiency in the Performance skill and you’ve got the Prince of Thieves. Most of the archer archetypes in literature follow a similar mold but some are different.
Hawkeye
Another Marvel comics character, Hawkeye is a ranged fighter with high Dexterity. Given the number of trick arrows he has one might think he, too, is an Artificer. But he is actually an Arcane Archer (Fighter). Hawkeye has incredible aim and a genius tactical mind. He uses all of his payloads (Arcane Shots) to control the battlefield and performs incredible feats while wielding a bow.
Robin/Nightwing
Stepping away from the ranged attacker, Robin/Nightwing of DC comics fame is a Dexterity based melee combatant. With good Intelligence and Constitution, Nightwing is both acrobatic and tough. He is a Battlemaster (Fighter) who uses his fighting skill and simple melee weapons to control his opponent(s) on the field of battle.
Batman
And where there is a Robin there is Batman. Batman is a mix of Dexterity, Strength, and Intelligence. His Dexterity is key to many of his capabilities however, both for combat and movement. Couple that with amazing effects and an ethos that he never waivers from and you find that Batman is an Order Domain (Cleric).
Nightcrawler
Going back to Marvel comics we find Nightcrawler, the teleporting mutant that looks like a demon. As he is capable of teleporting to spots he can see, is incredibly nimble and acrobatic (being another previous circus performer), Nightcrawler is a Way of Shadow (Monk) with Unarmored Defense and a focus on Stealth.
Gaston
Gaston, Mathew Broderick’s character from the 1985 movie Ladyhawke (a classic everyone should watch) is a wonderful example of a character with incredible Dexterity and very little else. An agile and flexible character, Gaston breaks out of the dungeons, a feat no one’s ever done. He does this by squeezing himself down a drain. The ability to contort one’s body to such degrees comes in handy when exploring or fighting as he always dodges out of the way or wriggles out of restraints or the guard’s grasps time and time again. It also comes in handy when climbing and breaking into places since Gaston is a traditional Dexterity based Thief (Rogue).
Dexterity: the Wrap Up
Dexterity based characters can be a lot of fun to play and Dexterity is arguably the most beneficial Ability in the game. The key to utilizing your Dexterity in roleplay is to understand three things:
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How agile is your character?
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Are they sure-footed or acrobatic?
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Do they have great aim, great balance, or great finger manipulation?
Understanding how your character uses their Dexterity determines how your character moves. And the way a character moves conveys how they handle themselves in many situations. Your character's presence can inform or impress upon interactions with NPCs and determine tactical advantage during combat, not to mention open up exploration paths not available to all.
Inversely, if your character does not have much Dexterity then their mobility and handling of objects will be problematic. The saying “A bull in a china shop” comes to mind. A clumsy or oafish character will constantly cause commotion while a high Dexterity character will always seem to save the day or get out of the way.
Next →Understanding Constitution: What it Is, Why it is Useful, and How to Use it Better
