Tag: Skills

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  • Acrobatics

    Your Dexterity ([[Acrobatics|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, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also …

  • Sleight of Hand

    Whenever 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 Dexterity ([[Sleight of Hand|Sleight of Hand]]) check. The DM might also call for a Dexterity ([[ …

  • Athletics

    Your Strength ([[Athletics|Athletics]]) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: * You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a …

  • Stealth

    Make a Dexterity ([[Stealth|Stealth]]) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

  • Arcana

    Your Intelligence ([[Arcana|Arcana]]) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

  • History

    Your Intelligence ([[History|History]]) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

  • Investigation

    When you look around for clues and make deductions based on those clues, you make an Intelligence ([[Investigation|Investigation]]) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt …

  • Nature

    Your Intelligence ([[Nature|Nature]]) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

  • Religion

    Your Intelligence ([[Religion|Religion]]) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

  • Animal Handling

    When 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 DM might call for a Wisdom ([[Animal Handling|Animal Handling]]) check. You also make a Wisdom ([[Animal …

  • Insight

    Your Wisdom ([[Insight|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 move. Doing so involves gleaning clues from body language, speech habits, and …

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