Skills
When you make an ability check using a skill, add your proficiency in that skill to the check. Your proficiency in a skill equals your proficiency bonus if you have proficiency with that skill, or twice your proficiency bonus if you have expertise with that skill.
Skill ▼ | Ability |
---|---|
Acrobatics | Dexterity |
Animal Handling | Wisdom |
Arcana | Intelligence |
Athletics | Strength |
Deception | Charisma |
History | Intelligence |
Insight | Wisdom |
Intimidation | Charisma |
Investigation | Intelligence |
Medicine | Intelligence |
Nature | Intelligence |
Perception | Wisdom |
Performance | Charisma |
Persuasion | Charisma |
Religion | Intelligence |
Sleight of Hand | Dexterity |
Stealth | Dexterity |
Survival | Wisdom |
Acrobatics
Acrobatics
Ability: Dexterity
Appears in: jumping, falling
Appears in: jumping, falling
Acrobatics is for balancing and flexibility of the body.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Arcana
Arcana
Ability: Intelligence
Appears in: Study, Recognize Spell
Appears in: Study, Recognize Spell
Arcana is for knowledge of, and reasoning about, magic.
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Recognize Spell
Recognize Spell
Trigger: you see or hear a creature within 60 feet of you casting a spell
You attempt to identify the triggering spell before it is cast. Make an Arcana check. The DC equals 15 + the spell's level, and you have advantage on the check if the spell is cast as a class spell and you're a member of that class. On a success, you learn which spell is about to be cast.
Animal Handling
Animal Handling
Ability: Wisdom
Animal handling is for interacting with animals, especially mounts.
Athletics
Athletics
Ability: Strength
Appears in: climbing, jumping, grappling, push, pull, trip
Appears in: climbing, jumping, grappling, push, pull, trip
Athletics is for feats of sport and strength.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Pull
Pull
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to pull an opponent with an empty hand or other suitable appendage. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pulled up to 5 feet closer to you.
Trip
Trip
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to knock an opponent to the ground. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or fall prone.
Deception
Deception
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Deception is for keeping a straight face and convincing people of facts you know to be false.
Taunt
Taunt
Cost: 2 AP (repeatable)
You attempt to goad one creature within 60 feet of you into attacking you. Make a Deception, Performance, or Persuasion check, which becomes your Taunt DC. The target must succeed on a Wisdom saving throw against your Taunt DC or be taunted by you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
Search
Search
Cost: 2 AP (repeatable)
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Intimidation
Intimidation
Ability: Charisma
Appears in: Frighten
Appears in: Frighten
Intimidation is for scaring others and making yourself appear more threatening.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Investigation
Investigation
Ability: Intelligence
Appears in: Search
Appears in: Search
Investigation is for finding information based on knowledge you already have and readily available resources.
Medicine
Medicine
Ability: Intelligence
Appears in: Heal, Search
Appears in: Heal, Search
Medicine is for diagnosing and treating health problems.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Nature
Nature
Ability: Intelligence
Appears in: Study
Appears in: Study
Nature is for knowledge of plants, animals, and the environment.
Perception
Perception
Ability: Wisdom
Appears in: Search, hidden
Appears in: Search, hidden
Perception is for noticing things using your senses.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Performance
Performance
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Performance is for acting a part or playing a musical instrument.
Persuasion
Persuasion
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Persuasion is for inspiring others and converting them to your point of view.
Religion
Religion
Ability: Intelligence
Appears in: Study
Appears in: Study
Religion is for knowledge of religious rites, tenets, and scripture.
Stealth
Stealth
Ability: Dexterity
Appears in: Hide, unstealthy
Appears in: Hide, unstealthy
Stealth is for sneaking around.
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
Survival
Survival
Ability: Wisdom
Appears in: Search
Appears in: Search
Survival is for following tracks, navigating on foot, and obtaining resources in the wilderness.
Sleight of Hand
Sleight of Hand
Ability: Dexterity
Sleight of hand is for subtle hand tricks and other acts requiring fine motor control.