Advantage and disadvantage¶
Advantage and Disadvantage change how you roll a D20 Test: an ability check, saving throw, or attack roll. A feature, spell, action, condition, or the DM can grant them. They do not normally change damage dice.
Rolling the dice¶
Roll two d20s instead of one. With Advantage, use the higher result; with Disadvantage, use the lower. Then apply the roll’s normal modifiers and compare it with the DC or Armor Class.
For example, if your dice show 4 and 17 and your modifier is +3, Advantage gives 20; Disadvantage gives 7. The rule changes which die you use, not the modifier.
Multiple sources and cancellation¶
Several sources of Advantage still mean two d20s, not three or more. The same applies to several sources of Disadvantage.
If at least one source of each applies to the same roll, they cancel: roll one d20. Do not count sources to decide which side wins. Three sources of Advantage and one of Disadvantage still cancel.
Rerolls and replacement dice¶
When a rule lets you reroll or replace the d20 while you have Advantage or Disadvantage, you can reroll or replace only one of the two dice; you choose which. Follow the specific reroll rule, including any requirement to use the new result. Heroic Inspiration is one example.
Common examples¶
- The Help action can grant Advantage on a qualifying check or attack; follow its requirements.
- The Poisoned condition imposes Disadvantage on attacks and ability checks, not all saving throws.
- A nearby Prone target can grant Advantage on attacks against it, while more distant attacks have Disadvantage. Read the complete condition.
- War Caster and similar features can affect particular saves to maintain Concentration.
These examples do not replace their source rules. See conditions, saving throws, and proficiency.
Source: supplied Player’s Handbook (2024), chapter 1, Advantage/Disadvantage and Interactions with Rerolls (PDF pages 11–12; printed pages 12–13). Paraphrased reference; specific rules can override the general rule.