Skills

The arts that measure what an adventurer can attempt across the realms.

Acrobatics

Covers attempts to stay on your feet in tricky situations, such as balancing on a tightrope or staying upright on a rocking deck. It also governs acrobatic stunts like dives, rolls, and flips.

Animal Handling

Used to calm a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions. It also governs controlling your mount during a risky maneuver.

Arcana

Measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, and the planes of existence.

Athletics

Covers difficult situations while climbing, jumping, or swimming, such as scaling a sheer cliff, leaping an unusually long distance, or swimming against a strong current.

Deception

Determines whether you can convincingly hide the truth, whether through misleading words, false intentions, or a straight face while telling a blatant lie.

History

Measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, and lost civilizations.

Insight

Lets you determine the true intentions of a creature, such as detecting a lie or predicting someone’s next move by reading body language and speech habits.

Intimidation

Used to influence someone through overt threats, hostile actions, and physical or psychological coercion.

Investigation

Covers searching for clues and making deductions, such as deducing the location of a hidden object, discerning a trap, or determining what weapon dealt a wound.

Medicine

Lets you try to stabilize a dying companion or diagnose an illness.

Nature

Measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Perception

Measures your general awareness of your surroundings and the keenness of your senses, used to spot, hear, or otherwise detect the presence of something.

Performance

Determines how well you can delight an audience with music, dance, acting, storytelling, or other entertainment.

Persuasion

Used to influence someone or a group with tact, social graces, or good nature, fostering friendships, making requests politely, or exhibiting proper etiquette.

Religion

Measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Sleight of Hand

Covers acts of legerdemain or manual trickery, such as planting something on someone, concealing an object, or picking a pocket.

Stealth

Used when you attempt to conceal yourself from enemies, slink past guards, slip away unnoticed, or sneak up on someone without being seen or heard.

Survival

Lets you follow tracks, hunt wild game, guide your group through wastelands, identify signs that dangerous creatures live nearby, and predict the weather.