Extended Ability Checks supplement the standard ability check rules of Dungeons & Dragons. They allow characters to overcome challenging tasks through a series of checks rather than relying on the outcome of a single roll.
While standard ability checks typically determine immediate success or failure, Extended Ability Checks allow characters to accumulate Progress Points (PP).
Each check represents a portion of the overall task. A low roll does not necessarily indicate failure; instead, it generally represents slower progress.
Once the accumulated Progress Points equal or exceed the required Difficulty Class (DC), the task is successfully completed.
The Dungeon Master determines when an Extended Ability Check is appropriate.
2. Applications
Extended Ability Checks can be used for any type of ability check, including checks involving skill or tool proficiencies.
Typical applications include:
Picking complicated locks using Thieves’ Tools.
Disarming mechanical traps.
Navigating challenging climbing routes.
Examining complex mechanisms.
Deciphering difficult inscriptions.
Persuading, deceiving, or intimidating creatures during extended social interactions.
Standard ability checks remain part of the game.
They should be used whenever a situation requires an immediate resolution or when accumulating progress would not make sense.
Examples include reacting to sudden danger, noticing an imminent threat, or performing an action that offers only a single opportunity for success.
3. Difficulty Class (DC)
The Dungeon Master assigns a Difficulty Class (DC) to an Extended Ability Check.
The DC represents the total number of Progress Points required to complete the task successfully.
Unlike standard ability checks, the DC is not compared against the result of a single roll. Instead, it is compared against the total accumulated Progress Points.
Extended Ability Checks use their own difficulty scale and should not be directly compared to the Difficulty Classes used for standard ability checks.
3.1 Difficulty Scale
The following table provides guidance for assigning appropriate Difficulty Classes.
Difficulty Class
Difficulty
DC 10–19
Very Easy
DC 20–29
Easy
DC 30–39
Moderate
DC 40–49
Hard
DC 50–59
Very Hard
DC 60–64
Extraordinary
These categories reflect both the competence required to attempt a task and the expected amount of time needed to complete it.
The table serves as a guideline rather than an absolute restriction. The Dungeon Master may assign different Difficulty Classes depending on the circumstances.
Difficulty Classes above 64 are not inherently prohibited, provided a character possesses a sufficiently high total modifier.
4. Minimum Competence Requirement
To attempt an Extended Ability Check, a character must possess a sufficient level of competence.
The following requirement must be met:
15 + Total Modifier ≥ DC ÷ 2
The Total Modifier includes the relevant ability modifier, the Proficiency Bonus (if applicable), Expertise (if applicable), and any other relevant modifiers.
If a character does not meet this requirement, they cannot independently complete the task through an Extended Ability Check.
The Minimum Competence Requirement is checked before the first roll.
4.1 Maximum Difficulty Class
The Maximum Difficulty Class a character can attempt is calculated as follows:
Maximum DC = 2 × (15 + Total Modifier)
Examples:
Total Modifier
Maximum DC
+0
30
+3
36
+5
40
+7
44
+10
50
+11
52
+15
60
+17
64
This ensures that particularly demanding tasks remain accessible only to appropriately specialized characters.
4.2 Example
A character attempts to pick a complicated lock with DC 40.
Their total modifier for the relevant tool check is +5.
15 + 5 = 20
Since this equals half the DC, the character meets the Minimum Competence Requirement and may attempt the task.
A character with a total modifier of +4 would not meet the requirement.
5. Making Checks and Accumulating Progress
During an Extended Ability Check, the character makes repeated ability checks using the relevant ability and any applicable skill or tool proficiency.
For each check, roll a D20 and add the character’s Total Modifier.
Progress Points = D20 + Total Modifier
Add the result to the Progress Points already accumulated.
If the total Progress Points equal or exceed the assigned DC, the task is successfully completed.
Otherwise, the character may continue working on the task by making another check.
Previously accumulated progress is retained unless specific circumstances or rules cause it to be lost.
A check result of 0 or less generates no progress. Total Progress Points can never fall below 0.
Example
A character attempts to disable a complicated mechanism with DC 50.
Their Total Modifier is +10.
Round
D20 Roll
Progress Points
Total Progress
1
7
17
17
2
5
15
32
3
11
21
53
After three rounds, the character has accumulated enough Progress Points to complete the task.
The first two rolls do not represent failed attempts. Instead, they represent partial progress toward completing the mechanism.
6. Critical Rolls
Extended Ability Checks use special rules for natural rolls of 1 and 20.
6.1 Natural 20 – Exceptional Progress
When a character rolls a natural 20, they gain 5 additional Progress Points on top of their normal check result.
Progress Points = 20 + Total Modifier + 5
A natural 20 does not automatically complete the entire task.
6.2 Natural 1 – Setback
When a character rolls a natural 1, they make no progress, regardless of their Total Modifier.
Instead, they lose 5 previously accumulated Progress Points.
Total Progress Points cannot be reduced below 0.
6.3 Natural 1 on the First Roll – Failure
If a character rolls a natural 1 on the first check of an Extended Ability Check, the entire attempt fails.
The task cannot be completed during that attempt.
Trying again requires starting over from the beginning.
The Dungeon Master determines whether another attempt is possible and under what circumstances.
7. Advantage and Disadvantage
Advantage and Disadvantage function normally during Extended Ability Checks.
With Advantage, roll two D20s and use the higher result.
With Disadvantage, roll two D20s and use the lower result.
The special rules for natural 1s and natural 20s apply only to the die result actually used for the check.
For example, rolling a natural 1 on one die while having Advantage does not cause a setback if the other die shows a higher result.
Similarly, a natural 20 rolled with Disadvantage grants additional Progress Points only if it is the die result actually used.
8. Skill and Tool Proficiencies
Extended Ability Checks can involve both skill and tool proficiencies.
The corresponding rules from the 2024 Player’s Handbook continue to apply.
In particular:
If a character has proficiency with both a tool and a skill relevant to the same check, they gain Advantage on that ability check.
The Proficiency Bonus is not added more than once.
This rule also applies to each individual check made during an Extended Ability Check, provided the relevant conditions continue to be met.
9. Helping Another Character
A character may assist another character during an Extended Ability Check.
The normal rules for the Help action apply, with one additional requirement:
The assisting character must have a Total Modifier of at least +1 for the relevant ability check.
For checks involving skills or tools, use the assisting character’s relevant Total Modifier.
If the assisting character meets this requirement and can reasonably contribute to the task, the character performing the check gains Advantage on their next roll.
Assistance must be provided again for each subsequent check.
The Dungeon Master determines whether assistance is possible and how it can be provided.
Assistance does not waive the Minimum Competence Requirement for the character performing the task.
10. Class Features
Class features that affect ability checks generally apply to Extended Ability Checks, provided their normal requirements are met.
This includes the Rogue’s Reliable Talent feature.
10.1 Reliable Talent (Rogue)
When a character has Reliable Talent, its normal rules apply to Extended Ability Checks.
For an ability check that allows the character to add their Proficiency Bonus, any D20 roll of 1 through 9 is treated as a 10.
This has the following consequences:
The character gains at least 10 + Total Modifier Progress Points on each applicable check.
A natural 1 is treated as a 10 and therefore does not trigger a setback or an automatic failure on the first roll.
A natural 20 still grants the additional 5 Progress Points described in Section 6.1.
Reliable Talent therefore allows Rogues to make exceptionally consistent progress when attempting challenging tasks.
Example
A level 7 Rogue has a Dexterity modifier of +5 and Expertise in the relevant proficiency.
Their Total Modifier is +11.
Thanks to Reliable Talent, they gain at least:
10 + 11 = 21 Progress Points per check.
The Rogue can therefore pick a DC 50 lock in no more than three rounds, provided no external circumstances interrupt the attempt.
11. Time Requirements
11.1 Standard Extended Ability Checks
For physical, technical, or similar tasks, each individual check generally takes one round (6 seconds).
Completing the entire task may therefore require several consecutive rounds.
Extended Ability Checks can also be performed during combat.
Unless another rule specifies otherwise, the character must use an action for each check.
11.2 Social Interactions
During social interactions, a single check may represent a longer period of time.
The Dungeon Master determines the time required based on the nature and progression of the interaction.
A single check might represent a portion of a conversation, an extended exchange of arguments, or a phase of a negotiation.
Such checks are not necessarily limited to a single combat round.
11.3 Interruptions
If a task is interrupted, the Dungeon Master determines whether previously accumulated Progress Points are retained.
Progress may be lost if the interruption renders previous work ineffective or makes it impossible to continue the task from where it was left.
12. Social Ability Checks
Extended Ability Checks can explicitly be used during social interactions.
Relevant skills include:
Persuasion
Deception
Intimidation
Insight
During extended conversations, negotiations, interrogations, or similar interactions, characters may accumulate Progress Points through successive checks.
Each check represents another stage of the social interaction.
The Dungeon Master determines the DC based on the character’s objective and the other creature’s attitude, interests, beliefs, and motivations.
12.1 Limits of Social Influence
Not every desired outcome can be achieved through an ability check.
The Dungeon Master first determines whether the intended outcome is possible under the circumstances.
If it is not possible, no Extended Ability Check can be attempted.
A high Total Modifier or a natural 20 cannot achieve an outcome that is fundamentally impossible within the game world.
The Minimum Competence Requirement is applied only after the Dungeon Master has determined that the intended outcome is possible.
12.2 Changing Circumstances
Circumstances may change during a social interaction.
New information, convincing arguments, threats, contradictions, or other developments may influence the other creature’s attitude.
The Dungeon Master may account for such changes as the Extended Ability Check progresses.
In particular, the Dungeon Master may determine that a previously achievable objective has become impossible or that new opportunities have emerged.
13. Multi-Stage Challenges
Large or complex challenges may be divided into several consecutive stages.
Each stage is treated as a separate Extended Ability Check with its own Difficulty Class.
Successfully completing one stage allows the character to proceed to the next.
Previously completed stages generally do not need to be repeated unless circumstances dictate otherwise.
Example: A Challenging Climbing Route
A group attempts to scale a steep cliff face.
The Dungeon Master divides the climb into three stages:
Stage
Description
DC
1
Steep rock with relatively good handholds
30
2
Difficult overhang with limited handholds
40
3
Particularly challenging final ascent
45
Each stage must be completed separately.
A character who does not meet the Minimum Competence Requirement for a particular stage cannot independently overcome that stage through an Extended Ability Check.
Dividing challenges into stages makes it possible to represent lengthy or demanding activities without changing the underlying progress mechanics.
14. Separation from Crafting Rules
Extended Ability Checks are intended for ordinary tasks, multi-stage challenges, and social interactions.
They are explicitly separate from time-consuming crafting activities.
Creating items through smithing, alchemy, or other crafts is governed by a separate crafting system.
Such a system may use different time intervals, substantially higher progress requirements, material costs, and additional prerequisites.
These rules do not establish the mechanics of that crafting system.
15. Design Goals
Extended Ability Checks are intended to emphasize the importance of individual skills and tool proficiencies while reducing dependence on the outcome of a single D20 roll.
Challenging tasks should not necessarily fail simply because an otherwise competent character rolls poorly on one check.
Instead, characters can make continuous progress through repeated checks.
At the same time, the Minimum Competence Requirement ensures that not every character can attempt every task.
Special class features such as Reliable Talent retain their importance and provide meaningful advantages to appropriately specialized characters.
A character’s competence determines which tasks they can attempt. Their skill and luck together determine how quickly they succeed.
Homebrew Rules Version 1.1 – Released for Playtesting.
This seems like a very complicated system that won’t actually make the game any more fun, but will make the whole process take longer. It will basically leave most of the people playing time to just sit around and hop on their phone or something while the rogue and DM roll dice for a few minutes to pick a lock?
Extended Ability Checks
Homebrew Rules – Version 1.1
For Dungeons & Dragons 2024 (5.5e)
1. Core Concept
Extended Ability Checks supplement the standard ability check rules of Dungeons & Dragons. They allow characters to overcome challenging tasks through a series of checks rather than relying on the outcome of a single roll.
While standard ability checks typically determine immediate success or failure, Extended Ability Checks allow characters to accumulate Progress Points (PP).
Each check represents a portion of the overall task. A low roll does not necessarily indicate failure; instead, it generally represents slower progress.
Once the accumulated Progress Points equal or exceed the required Difficulty Class (DC), the task is successfully completed.
The Dungeon Master determines when an Extended Ability Check is appropriate.
2. Applications
Extended Ability Checks can be used for any type of ability check, including checks involving skill or tool proficiencies.
Typical applications include:
Standard ability checks remain part of the game.
They should be used whenever a situation requires an immediate resolution or when accumulating progress would not make sense.
Examples include reacting to sudden danger, noticing an imminent threat, or performing an action that offers only a single opportunity for success.
3. Difficulty Class (DC)
The Dungeon Master assigns a Difficulty Class (DC) to an Extended Ability Check.
The DC represents the total number of Progress Points required to complete the task successfully.
Unlike standard ability checks, the DC is not compared against the result of a single roll. Instead, it is compared against the total accumulated Progress Points.
Extended Ability Checks use their own difficulty scale and should not be directly compared to the Difficulty Classes used for standard ability checks.
3.1 Difficulty Scale
The following table provides guidance for assigning appropriate Difficulty Classes.
Difficulty Class
Difficulty
DC 10–19
Very Easy
DC 20–29
Easy
DC 30–39
Moderate
DC 40–49
Hard
DC 50–59
Very Hard
DC 60–64
Extraordinary
These categories reflect both the competence required to attempt a task and the expected amount of time needed to complete it.
The table serves as a guideline rather than an absolute restriction. The Dungeon Master may assign different Difficulty Classes depending on the circumstances.
Difficulty Classes above 64 are not inherently prohibited, provided a character possesses a sufficiently high total modifier.
4. Minimum Competence Requirement
To attempt an Extended Ability Check, a character must possess a sufficient level of competence.
The following requirement must be met:
15 + Total Modifier ≥ DC ÷ 2
The Total Modifier includes the relevant ability modifier, the Proficiency Bonus (if applicable), Expertise (if applicable), and any other relevant modifiers.
If a character does not meet this requirement, they cannot independently complete the task through an Extended Ability Check.
The Minimum Competence Requirement is checked before the first roll.
4.1 Maximum Difficulty Class
The Maximum Difficulty Class a character can attempt is calculated as follows:
Maximum DC = 2 × (15 + Total Modifier)
Examples:
Total Modifier
Maximum DC
+0
30
+3
36
+5
40
+7
44
+10
50
+11
52
+15
60
+17
64
This ensures that particularly demanding tasks remain accessible only to appropriately specialized characters.
4.2 Example
A character attempts to pick a complicated lock with DC 40.
Their total modifier for the relevant tool check is +5.
15 + 5 = 20
Since this equals half the DC, the character meets the Minimum Competence Requirement and may attempt the task.
A character with a total modifier of +4 would not meet the requirement.
5. Making Checks and Accumulating Progress
During an Extended Ability Check, the character makes repeated ability checks using the relevant ability and any applicable skill or tool proficiency.
For each check, roll a D20 and add the character’s Total Modifier.
Progress Points = D20 + Total Modifier
Add the result to the Progress Points already accumulated.
If the total Progress Points equal or exceed the assigned DC, the task is successfully completed.
Otherwise, the character may continue working on the task by making another check.
Previously accumulated progress is retained unless specific circumstances or rules cause it to be lost.
A check result of 0 or less generates no progress. Total Progress Points can never fall below 0.
Example
A character attempts to disable a complicated mechanism with DC 50.
Their Total Modifier is +10.
Round
D20 Roll
Progress Points
Total Progress
1
7
17
17
2
5
15
32
3
11
21
53
After three rounds, the character has accumulated enough Progress Points to complete the task.
The first two rolls do not represent failed attempts. Instead, they represent partial progress toward completing the mechanism.
6. Critical Rolls
Extended Ability Checks use special rules for natural rolls of 1 and 20.
6.1 Natural 20 – Exceptional Progress
When a character rolls a natural 20, they gain 5 additional Progress Points on top of their normal check result.
Progress Points = 20 + Total Modifier + 5
A natural 20 does not automatically complete the entire task.
6.2 Natural 1 – Setback
When a character rolls a natural 1, they make no progress, regardless of their Total Modifier.
Instead, they lose 5 previously accumulated Progress Points.
Total Progress Points cannot be reduced below 0.
6.3 Natural 1 on the First Roll – Failure
If a character rolls a natural 1 on the first check of an Extended Ability Check, the entire attempt fails.
The task cannot be completed during that attempt.
Trying again requires starting over from the beginning.
The Dungeon Master determines whether another attempt is possible and under what circumstances.
7. Advantage and Disadvantage
Advantage and Disadvantage function normally during Extended Ability Checks.
With Advantage, roll two D20s and use the higher result.
With Disadvantage, roll two D20s and use the lower result.
The special rules for natural 1s and natural 20s apply only to the die result actually used for the check.
For example, rolling a natural 1 on one die while having Advantage does not cause a setback if the other die shows a higher result.
Similarly, a natural 20 rolled with Disadvantage grants additional Progress Points only if it is the die result actually used.
8. Skill and Tool Proficiencies
Extended Ability Checks can involve both skill and tool proficiencies.
The corresponding rules from the 2024 Player’s Handbook continue to apply.
In particular:
If a character has proficiency with both a tool and a skill relevant to the same check, they gain Advantage on that ability check.
The Proficiency Bonus is not added more than once.
This rule also applies to each individual check made during an Extended Ability Check, provided the relevant conditions continue to be met.
9. Helping Another Character
A character may assist another character during an Extended Ability Check.
The normal rules for the Help action apply, with one additional requirement:
The assisting character must have a Total Modifier of at least +1 for the relevant ability check.
For checks involving skills or tools, use the assisting character’s relevant Total Modifier.
If the assisting character meets this requirement and can reasonably contribute to the task, the character performing the check gains Advantage on their next roll.
Assistance must be provided again for each subsequent check.
The Dungeon Master determines whether assistance is possible and how it can be provided.
Assistance does not waive the Minimum Competence Requirement for the character performing the task.
10. Class Features
Class features that affect ability checks generally apply to Extended Ability Checks, provided their normal requirements are met.
This includes the Rogue’s Reliable Talent feature.
10.1 Reliable Talent (Rogue)
When a character has Reliable Talent, its normal rules apply to Extended Ability Checks.
For an ability check that allows the character to add their Proficiency Bonus, any D20 roll of 1 through 9 is treated as a 10.
This has the following consequences:
Reliable Talent therefore allows Rogues to make exceptionally consistent progress when attempting challenging tasks.
Example
A level 7 Rogue has a Dexterity modifier of +5 and Expertise in the relevant proficiency.
Their Total Modifier is +11.
Thanks to Reliable Talent, they gain at least:
10 + 11 = 21 Progress Points per check.
The Rogue can therefore pick a DC 50 lock in no more than three rounds, provided no external circumstances interrupt the attempt.
11. Time Requirements
11.1 Standard Extended Ability Checks
For physical, technical, or similar tasks, each individual check generally takes one round (6 seconds).
Completing the entire task may therefore require several consecutive rounds.
Extended Ability Checks can also be performed during combat.
Unless another rule specifies otherwise, the character must use an action for each check.
11.2 Social Interactions
During social interactions, a single check may represent a longer period of time.
The Dungeon Master determines the time required based on the nature and progression of the interaction.
A single check might represent a portion of a conversation, an extended exchange of arguments, or a phase of a negotiation.
Such checks are not necessarily limited to a single combat round.
11.3 Interruptions
If a task is interrupted, the Dungeon Master determines whether previously accumulated Progress Points are retained.
Progress may be lost if the interruption renders previous work ineffective or makes it impossible to continue the task from where it was left.
12. Social Ability Checks
Extended Ability Checks can explicitly be used during social interactions.
Relevant skills include:
During extended conversations, negotiations, interrogations, or similar interactions, characters may accumulate Progress Points through successive checks.
Each check represents another stage of the social interaction.
The Dungeon Master determines the DC based on the character’s objective and the other creature’s attitude, interests, beliefs, and motivations.
12.1 Limits of Social Influence
Not every desired outcome can be achieved through an ability check.
The Dungeon Master first determines whether the intended outcome is possible under the circumstances.
If it is not possible, no Extended Ability Check can be attempted.
A high Total Modifier or a natural 20 cannot achieve an outcome that is fundamentally impossible within the game world.
The Minimum Competence Requirement is applied only after the Dungeon Master has determined that the intended outcome is possible.
12.2 Changing Circumstances
Circumstances may change during a social interaction.
New information, convincing arguments, threats, contradictions, or other developments may influence the other creature’s attitude.
The Dungeon Master may account for such changes as the Extended Ability Check progresses.
In particular, the Dungeon Master may determine that a previously achievable objective has become impossible or that new opportunities have emerged.
13. Multi-Stage Challenges
Large or complex challenges may be divided into several consecutive stages.
Each stage is treated as a separate Extended Ability Check with its own Difficulty Class.
Successfully completing one stage allows the character to proceed to the next.
Previously completed stages generally do not need to be repeated unless circumstances dictate otherwise.
Example: A Challenging Climbing Route
A group attempts to scale a steep cliff face.
The Dungeon Master divides the climb into three stages:
Stage
Description
DC
1
Steep rock with relatively good handholds
30
2
Difficult overhang with limited handholds
40
3
Particularly challenging final ascent
45
Each stage must be completed separately.
A character who does not meet the Minimum Competence Requirement for a particular stage cannot independently overcome that stage through an Extended Ability Check.
Dividing challenges into stages makes it possible to represent lengthy or demanding activities without changing the underlying progress mechanics.
14. Separation from Crafting Rules
Extended Ability Checks are intended for ordinary tasks, multi-stage challenges, and social interactions.
They are explicitly separate from time-consuming crafting activities.
Creating items through smithing, alchemy, or other crafts is governed by a separate crafting system.
Such a system may use different time intervals, substantially higher progress requirements, material costs, and additional prerequisites.
These rules do not establish the mechanics of that crafting system.
15. Design Goals
Extended Ability Checks are intended to emphasize the importance of individual skills and tool proficiencies while reducing dependence on the outcome of a single D20 roll.
Challenging tasks should not necessarily fail simply because an otherwise competent character rolls poorly on one check.
Instead, characters can make continuous progress through repeated checks.
At the same time, the Minimum Competence Requirement ensures that not every character can attempt every task.
Special class features such as Reliable Talent retain their importance and provide meaningful advantages to appropriately specialized characters.
A character’s competence determines which tasks they can attempt. Their skill and luck together determine how quickly they succeed.
Homebrew Rules Version 1.1 – Released for Playtesting.
have fun, feedback appreciated
This really should go in the homebrew forum instead.
Can we please stop filling the forums with ridiculously tall and overexplained AI slop? This isn't the point of homebrew.
This seems like a very complicated system that won’t actually make the game any more fun, but will make the whole process take longer. It will basically leave most of the people playing time to just sit around and hop on their phone or something while the rogue and DM roll dice for a few minutes to pick a lock?
I ain't reading all that.
Just wanna say that 4e skill challenges exist already, and can trivially be used in 5e.