Kassoon

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.
  • Avoid hazards while climbing
  • Climb a sheer or slippery cliff
  • Jump extra far or do a tricky stunt while jumping
  • Climbing while something is trying to knock you off
  • Swimming or keeping your head above water in strong currents, storms, or thick weeds
  • Keeping your head above water while something else tries to pull you under or otherwise interfere

 

Dexterity
Move nimbly, quickly, or quietly
Acrobatics Stay on your feet in a tricky situation, or perform an acrobatic stunt.
  • Balance on tightrope
  • Run on ice
  • Perform stunts, dives, rolls, flips, and somersaults
  • Keep balance on a stormy ship's deck
Sleight of Hand Pick a pocket, conceal a handheld object, or perform legerdemain.
  • Pick someone elses pocket (coins, object, etc)
  • Conceal an object on yourself
  • Plant an object on someone
Stealth Escape notice by moving quietly and hiding behind things.
  • Slip away in a busy crowd
  • Hide from enemies in shadows and behind objects
  • Slip past some guards unnoticed
  • Sneak up behind someone without being seen or heard
Dexterity Check
  • Pick a lock
  • Disable a trap
  • Tie someone up
  • Control a runaway cart
  • Steer a vehicle around a tight turn
  • Wriggle out of rope bonds
  • Play a stringed instrument
  • Craft a small or detailed object

 

Constitution
Push your body beyond normal limits
Constitution Check
  • Hold your breath
  • Travel or work for over 8 hours without rest
  • Go without sleep
  • Survive without food or water
  • Chug an ale in one shot

 

Intelligence
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.
  • Deduce the location of a hidden object
  • Determine the cause of a wound
  • Find the weak point in a tunnel to collapse it
  • Search through a scroll for hidden knowledge
Nature Recall lore about terrain, plants, animals, and weather.
Religion Recall lore about gods, religious rituals, and holy symbols.
Intelligence Check
  • Communicate without spoken words
  • Estimate the value of something
  • Make a disguise
  • Forge a document
  • Recall knowledge about a craft or trade
  • Win at trivia

 

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.
  • Calm a domesticated animal
  • Control a mount when spooked or during risky maneuver
  • Understand an animal's intent
Insight Discern a person's mood and intentions.
  • Tell if someone is lying
  • Predict someone's next move
  • Detect a change in movements, speech habits, and mannerisms
Medicine Diagnose an illness, or determine what killed the recently slain.
Perception Using a combination of senses, notice something that's easy to miss.
  • Hear a conversation through a closed door
  • Eavesdrop under a window
  • Hear a creature moving stealthily
  • Spot something obscured or easily missed
Survival Follow tracks, forage, find a trail, or avoid natural hazards.
  • Follow tracks
  • Hunt wild game
  • Guide a group through rough terrain
  • Identify signs of an animal nearby
  • Predict the weather
  • Avoid quicksand or other hazards
  • Build a campfire in the rain
Wisdom Check
  • Get a gut feeling about a situation
  • Determine if a creature is undead

 

Charisma
Influence, entertain, or deceive
Deception Tell a convincing lie, or wear a disguise convincingly.
  • Fast-talk a suspicious guard
  • Con a merchant
  • Trick the dealer when gambling
  • Pass yourself off in a disguise
  • Maintain a straight face and body language when telling a blatant lie
Intimidation Awe or threaten someone into doing what you want.
  • Pry information from a prisoner
  • Convince thugs to back down from a mugging
  • Use an improvised weapon to get someone to reconsider their choice
Performance Act, tell a story, perform music, or dance.
  • Sing a song well
  • Dance on the table as a distraction
  • Entertain bandits
Persuasion Honestly and graciously convince someone of something.
  • Act in good faith
  • Foster friendships
  • Make a civil request
  • Exercise proper etiquette
  • Convince a chamberlain to grant audience with the king
  • Negotiating peace between warring tribes
  • Inspire a crowd
Charisma Check
  • Find a good source of news, rumors, or gossip
  • Blend into a crowd and get a sense of key topics in conversations

 

Difficulty Class
Task DifficultyDC
Trivial5
Easy10
Moderate15
Hard20
Very Hard25
Nearly Impossible30

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
LevelProficientBonusBoth
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 CheckInteraction
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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