Advantage and disadvantage

Advantage and disadvantage

Sometimes a special ability, maneuver, or spell tells you that you have advantage or disadvantage on a skill check or a saving throw. When that happens, you roll a third d10 when you make the roll. Use the two highest rolls if you have advantage, and use the two lowest rolls if you have disadvantage. For example, if you have disadvantage and roll a 9, 5, and a 2, you use the 5 and 2 . If you instead have advantage and roll those numbers, you use the 9 and 5.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, each advantage/disadvantage pair cancels out. After resolving, if you have multiple advantages or multiple disadvantages you roll one additional dice for each advantage or disadvantage. For example, two advantage and no disadvantage on an attack would roll 4d10 and keep the highest 2.

When you have advantage or disadvantage and something in the game, such as the hin’s Lucky trait, lets you reroll the 2d10, you can reroll or replace only two of the dice. You choose which ones. For example, if a hin has advantage or disadvantage on a skill check and rolls a 1, 2, and a 5, the hin could use the Lucky trait to reroll the 1 and 2.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.