#source-PlayerHandbook Dexterity measures agility, reflexes, and balance. #### Dexterity Checks A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. ![[Acrobatics]] ![[Sleight of Hand]] ![[Stealth]] ##### Other Dexterity Checks The DM might call for a Dexterity check when you try to accomplish tasks like the following: - Control a heavily laden cart on a steep descent - Steer a chariot around a tight turn - Pick a lock - Disable a trap - Securely tie up a prisoner - Wriggle free of bonds - Play a stringed instrument - Craft a small or detailed object #### Dexterity Attack Rolls and Damage You add your [[Dexterity]] modifier to your attack roll and your damage roll when attacking with a [Ranged Weapon], such as a [[Sling]] or a [[Longbow]]. You can also add your [[Dexterity]] modifier to your [Attack Roll] and your [Damage Roll] when attacking with a [Melee Weapon] that has the [[Weapon Properties#**Finesse**|Finesse]] property, such as a [[Dagger]] or a [[Rapier]]. #### Armor Class Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. #### Initiative At the beginning of every combat, you roll initiative by making a [[Dexterity]] check. [[Initiative]] determines the order of creatures' turns in combat.