Skill Breakdown for D&D 2024 Edition
Dexterity, Constitution, Intelligence, Wisdom, Charisma, Skill DCs
Strength | |
---|---|
Lift, push, pull, or break something. STR affects your carrying (STR mod x 15), pushing, dragging, or lifting max weight (2x carry), and your max jump height/distance. | |
Athletics |
Jump farther than normal, stay afloat in rough water, or break something.
|
Dexterity | |
---|---|
Move nimbly, quickly, or quietly | |
Acrobatics |
Stay on your feet in a tricky situation, or perform an acrobatic stunt.
|
Sleight of Hand |
Pick a pocket, conceal a handheld object, or perform legerdemain.
|
Stealth |
Escape notice by moving quietly and hiding behind things.
|
Dexterity Check |
|
Constitution | |
---|---|
Push your body beyond normal limits | |
Constitution Check |
|
Intelligence | |
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Reason or remember | |
Arcana | Recall lore about spells, magic items, and the planes of existence. |
History | Recall lore about historical events, people, nations, and cultures. |
Investigation |
Find obscure information in books, or deduce how something works.
|
Nature | Recall lore about terrain, plants, animals, and weather. |
Religion | Recall lore about gods, religious rituals, and holy symbols. |
Intelligence Check |
|
Wisdom | |
---|---|
Notice things in the environment or in creatures' behavior | |
Animal Handling |
Calm or train an animal, or get an animal to behave in a certain way.
|
Insight |
Discern a person's mood and intentions.
|
Medicine | Diagnose an illness, or determine what killed the recently slain. |
Perception |
Using a combination of senses, notice something that's easy to miss.
|
Survival |
Follow tracks, forage, find a trail, or avoid natural hazards.
|
Wisdom Check |
|
Charisma | |
---|---|
Influence, entertain, or deceive | |
Deception |
Tell a convincing lie, or wear a disguise convincingly.
|
Intimidation |
Awe or threaten someone into doing what you want.
|
Performance |
Act, tell a story, perform music, or dance.
|
Persuasion |
Honestly and graciously convince someone of something.
|
Charisma Check |
|
Difficulty Class | |
---|---|
Task Difficulty | DC |
Trivial | 5 |
Easy | 10 |
Moderate | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
DC By Level
For a character to have a 50% chance of succeeding at a skill, you add 10 + their modifier. A typical modifier by level can be found in the table below, where "Proficiency" is their proficiency bonus, "Bonus" is the likely bonus of their highest attribute, and "Both" is the likely modifier for their best skill. Thus for a typical level 9 Wizard, they would have a 50% chance to succeed at a DC 19 Arcana check.
Bonus By Level | |||
---|---|---|---|
Level | Proficient | Bonus | Both |
1 | +2 | +3 | +5 |
4 | +2 | +4 | +6 |
5 | +3 | +4 | +7 |
8 | +3 | +5 | +8 |
9 | +4 | +5 | +9 |
13 | +5 | +5 | +10 |
17 | +6 | +5 | +11 |
Social Checks
Use the Influence action to urge an NPC to do something, based on their willingness and disposition. The DM determines the NPC's willingness: a willing NPC requires no check, an unwilling NPC won't comply regardless of check, and a hesitant NPC requires an appropriate ability check based on your approach. A Friendly NPC gives Advantage on your check, while a Hostile NPC gives Disadvantage. The DC is 15 or their Intelligence score, whichver is higher. On success the NPC does as urge, and on failure you must wait at least 24 hours before trying again. More details here.
Ability Check | Interaction |
---|---|
Charisma (Deception) | Deceiving a monster that understands you |
Charisma (Intimidation) | Intimidating a monster |
Charisma (Performance) | Amusing a monster |
Charisma (Persuasion) | Persuading a monster that understands you |
Wisdom (Animal Handling) | Gently coaxing a Beast or Monstrosity |
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Their contribution stands as a beacon of hope for all adventurers!