Skills
The eighteen skills and the ability checks they cover.
- AcrobaticsYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice…
- Animal HandlingWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might…
- ArcanaYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of…
- AthleticsYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
- DeceptionYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions.
- HistoryYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent…
- InsightYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next…
- IntimidationWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation)…
- InvestigationWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check.
- MedicineA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
- NatureYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
- PerceptionYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something.
- PerformanceYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
- PersuasionWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check.
- ReligionYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the…
- Sleight of HandWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a…
- StealthMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone…
- SurvivalThe GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that…
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