This section covers the rules for skill checks, including how to make them, as well as their bonuses and penalties, and special checks such as group checks and contests. While a skill represents your capability with a specific task or subject, a skill check determines if you can use such capabilities to succeed on a challenge.
You make a check when you attempt an action that has a chance of failure. The GM calls for a check, choosing the appropriate attribute, skill, or both, and a difficulty class (or "DC"). Roll a d20 and apply any bonuses and penalties, as explained below, and then compare the total to the DC. If the total is equal to or exceeds the DC, you made a successful check, overcoming the challenge. Otherwise, you have made a failed check with no progress towards the objective, or progress with a setback.
Below are some of the bonuses and penalties that can be granted during a skill check.
A skill isn't tied to a specific attribute, but every skill check is made using an attribute in conjunction of a skill. For example, the GM might ask for a Wisdom (Perception) check to determine how well you can find an object or creature, adding your Wisdom modifier to the roll total.
When you make a skill check using a skill that you have training with, you add the relevant training bonus to the check.
When you have training in two skills relevant to a single skill check, you can either use your choice of the skill with the highest bonuses, or you can roll either of the skills with advantage.
You and more creatures can attempt to succeed on a challenge together, either by granting one character of the group advantage on the check, or by having each character making the check separately. If at least half the group succeeds on the check, the whole group succeeds. Otherwise, the group fails.
A skill check contest is made when a creature is opposed by another, either when both creatures are attempting to do the same thing, or when one creature is attempting to prevent the other from achieving something. Instead of comparing the total of a check with a DC, each creature compare their totals against each other, with the highest check total winning the contest. If there is a tie, the two creatures can attempt additional rolls, or the GM might determine a winner arbitrarily.