# Dexterity
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.
### 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
## 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 [[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]]—also see [[Equipment]]
At the beginning of every combat, you roll [[Initiative]] by making a Dexterity check. Initiative determines the order of creatures’ turns in [[Combat]].
## Initiative
At the beginning of every combat, you roll [[Initiative]] by making a Dexterity check. Initiative determines the order of creatures’ turns in [[Combat]].
## Hiding
The DM decides when circumstances are appropriate for hiding. When you try to [[Act#Hide|hide]], make a Dexterity ([[Stealth]]) check. Until you are discovered or you stop hiding, that check’s total is contested by the [[Wisdom]] (Perception) check of any creature that actively searches for signs of your presence.
You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An [[Invisible]] creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In [[combat]], most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and [[Proficiency]] in [[Perception]], he or she has a passive Wisdom ([[Perception]]) of 14.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured.