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Skills

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Rodney McNeely
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0% found this document useful (0 votes)
31 views18 pages

Skills

Uploaded by

Rodney McNeely
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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ABILITY CHECKS

Make an Ability Check when you take an action (other than an attack) that has a when the chance of failure is small OR if the DM wants to determine the result in
chance of failure; the dice determine the results. Use the formula: secret.
Here’s how to determine your total for a Passive Check:
Ability Modifier + Skill Point Bonus (if trained) + Any Other Relevant
Modifiers 10 + all modifiers that normally apply to the check

The DM decides which ability is relevant to the task and the Difficulty Class (DC) of If you have advantage on the check, add 5. If you have disadvantage, subtract
the roll. Typical DCs are: 5.

Task Difficulty DC The Help Action. Sometimes two or more characters team up on a task. The
Very Easy 5 character who’s leading the effort – or the one with the highest ability modifier – can
Easy 10 make an Ability Check with advantage, reflecting the help provided by the other
Medium 15 characters. In combat, this requires the Help action.
Hard 20
Very Hard 25 You can only Help if the task is one that you could attempt alone. Tasks that require
Nearly Impossible 30 proficiency with certain skills or tools can only be assisted if the helpers have the
appropriate proficiencies. Moreover, you may only Help when two or more
If the total equals or exceeds the DC, you succeed. Otherwise, you fail. This means individuals working together would actually be productive, as some tasks are no
you make no progress toward the objective OR you make progress combined with a easier with help.
setback determined by the DM.
Group Checks. When individuals attempt to accomplish something as a group, the
Ability Contests. Conduct an Ability Contest when your ability check directly DM will call for a Group Ability Check. In this situation, characters skilled at a
opposes another’s. This happens when both of you are trying to do the same thing particular task help cover those who aren’t.
and only one can succeed, OR when one of you is trying to prevent the other one
from accomplishing a goal. In this case, everyone in the group makes the Ability Check. If at least half the
group succeeds, the whole group succeeds; otherwise, the entire group fails.
Both participants make the Ability Check; apply all relevant bonuses and penalties,
then compare the totals. The participant with the higher result wins. If the result
is a tie, the situation remains the same as it was before the contest.

Passive Checks. A Passive Check is a special Ability Check that doesn’t involve die
rolls. This check can represent the average result for repetitive task OR can be used

SKILL CHECKS
Each Ability covers a broad range of capabilities, including Skills you have training in. A Skill represents a specific aspect of an Ability Score, and an
individual’s proficiency in a Skill demonstrates a focus on that aspect.

Each Ability has associated Skills; these skills are listed below. See an Ability’s description in the later sections of this booklet for examples of how to use a
Skill associated with an Ability.

Strength
 Intimidation. Your ability to convince, sway, or cause noncompliant characters to give up information through threats of physical harm.
Dexterity
 Sleight of Hand. Your deftness of hand, ability to pick locks, pilot vehicles, steal or plant items, and overall use of your hands in clever or sneaky ways.
 Stealth. Your ability to move silently and stay hidden.

Intelligence
 Arcana. Your ability to understand magical spells & objects. Knowledge of Aberrations, Elementals, and Oozes.
 Examination. From doctors to detectives, this is your ability to diagnose and treat injuries, uncover causes of death, understand clues, gather
information, or figure out how a device or trap works. Knowledge of Constructs.
 Lore. Your knowledge of the history, civilization, kingdoms, current events, and religions. Knowledge of Celestials, Dragons, Fey, Fiends, Giants,
Humanoids, and Undead.

Wisdom
 Naturecraft. Your knowledge of the wilds and your ability to survive, navigate, track, and handle animals. Knowledge of Beasts, Monstrosities, and
Plants.
 Perception. Your overall awareness of what is going on around you: notice hidden things, secret passages, sense you are being followed, etc.

Charisma
 Influence. Your ability to convince or deceive people, haggle, make deals, win allies and gain their trust, or put on an entertaining show.
 Insight. Your ability to sense motives and hidden emotions, detect deception, read body language, or just "get" what is happening at any given time.

USING YOUR ABILITIES


Every task you might attempt in game is covered by one of the five abilities. This section explains in more detail what those abilities mean and the ways they
are used in the game.

Strength Checks
A Strength Check can model any attempt to lift, push, pull, or break something, to force your body through a space, or otherwise apply brute force to a
situation.

You can make a Strength Check to do the following:


 Very Easy (DC 5): Force open a flimsy wooden door. Throw a Small object, stop it in its tracks, or tip it over. Break free of shoddy bonds (frayed cloth,
defective manacles, etc).
 Easy (DC 10): Force open a standard wooden door. Throw a Medium object, stop it in its tracks, or tip it over. Break free of cloth bonds.
 Moderate (DC 15): Force open a barred or reinforced door. Throw a Large object, stop it in its tracks, or tip it over. Break free of rope or leather bonds.
 Hard (DC 20): Force open a stone door. Throw a Huge object, stop it in its tracks, or tip it over. Break free of standard shackles or manacles.
 Very Hard (DC 25): Force open a metal door. Stop a Gargantuan object in its tracks, or tip it over. Break free of specialized restraints.
 Nearly Impossible (DC 30): Force open a magically sealed door (subject to the rules of the magic in question). Throw a Gargantuan object or stop it in
its tracks if it is under extraordinary locomotion.

Success: You succeed on the task at hand.


Failure: You can try again only if someone else aids you.
Size and Strength Checks. For each size category above Medium, roll with one stack of advantage. For each size category below Medium, roll with
one stack of disadvantage.
Saving Throw Proficiency. If you are proficient in Strength Saving Throws you may use that number instead of a standard Strength check to reflect
your athletic training, unusual hardiness, etc.

Carrying Capacity
Your Strength score determines the amount of weight you can bear over long distances. The following terms define what you can lift or carry.
 Carrying Capacity. Your carrying capacity is either 1/4 of your character’s body weight or your Strength score multiplied by 5 (whichever is lower). This
is the weight (in pounds) that you can comfortably carry for a full day without being overly fatigued.
 Encumbered. If you carry weight in excess of your carrying capacity, you are Encumbered, which means your speed drops by 10 feet.
 Heavily Encumbered. If you carry weight in excess of 1/2 your body weight or 10 times your Strength score (whichever is lower) you are
instead Heavily Encumbered. Your speed drops by 20 feet and you have disadvantage on Attacks, Ability Checks, and Saving Throws that use Strength
or Dexterity.
 Maximum Capacity. Your maximum capacity is either your character’s body weight or 20 times your Strength score (whichever is lower). If you attempt
to carry weight in excess of this number, you can only do so by pushing or dragging it along.
 Push or Drag. You can push or drag a weight in pounds up to 30 times your Strength score. While pushing or dragging weight in excess of your carrying
capacity, your speed drops to 5 feet. If you attempt to move or carry weight in excess of this number you must use an Action to make the appropriate
Strength Checks on a round-to-round basis, based on the size of the object (see the table above).
 Size and Carrying Capacity. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium,
double your carrying capacity and the amount you can push, drag, or lift. If you are a Tiny creature, halve these weights.

Climbing
When climbing, each foot of movement costs 1 extra foot (or 2 extra feet in difficult terrain). You ignore this extra cost if you have a climbing speed. At the
DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength Check. Use the table below to determine the DC.
You may also use the DCs on this table to maintain your grip and position on a fast-moving object.

Surface DC
Ladder or handrails 5
Rope 10
Uneven (cave wall) 15
Rough (brick wall) 20
Slippery or wet 25
Unnaturally smooth 30

If you have a Climbing Speed, you have advantage on your check. If you use a climber’s kit reduce the DC by 5. If you are proficient with your climber’s kit,
you have advantage on your check.
Success: If you succeed, you make progress as determined by the appropriate movement speed.
Failure: If you fail your check by 4 or less, you fail to make any progress but do not fall. If you fail your check by 5 or more, you fall.
Catching Yourself While Falling: If you fall during a climb (or within arm’s reach of a surface), you can use your reaction to make a Strength Check
to arrest your fall. The DC is the DC of the surface you were climbing + 5.

Crawling
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re crawling.

Holding Your Breath


You can hold your breath for a number of minutes equal to 1 + your Strength modifier (minimum of 30 seconds).

When you run out of breath or are choking, you can survive for a number of rounds equal to your Strength modifier (minimum of 1 round). At the start of your
next turn, you drops to 0 hit points and are dying, and you can’t regain hit points or be stabilized until you can breathe again.
Jumping
A jump of 5 feet or less is treated as normal movement on Difficult Terrain.

If you wish to leap more than 5 feet you must take the Jump Action. Your Speed must be greater than 0, and you must make a DC 10 Strength Check. If you
don’t Move at least 10 feet immediately before this Action, you have Disadvantage on the check.

Success: The check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round down).
The Jump Action doesn’t expend your movement, but the distance you clear can’t exceed your Speed.
Failure: You leap 5 feet horizontally or vertically. If you fail your check by 5 or more (or roll a 1 on the d20), you fall prone at the end of your jump.

Jumping Onto an Enemy. If you wish to jump into an enemy’s space, make a Strength Check. If your result equals or exceeds the target’s AC, you deal
damage to the target equal to your Unarmed Strike damage. The target is then pushed into the closest empty square, and you occupy the square the target
vacated. If your Strength Check fails, the target takes no damage, and you are pushed into the nearest empty square. If your check fails by 5 or more (or roll
a 1 on the d20), you fall prone in the nearest empty square.

Resist Hunger
You need one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day
without food. For every size category below Medium, half this number. For every size category above Medium, double this number.

You can go without food for a number of days equal to 3 + your Strength modifier (minimum 1). At the end of each day beyond that limit, you automatically
suffer one level of exhaustion. Eating a pound of food resets your number of days without food to zero.

Resist Thirst
You need one gallon of water per day, or two gallons per day if the weather is hot. For every size category below Medium, half this number. For every size
category above Medium, double this number.

If you drink only half that much water, you must succeed on a DC 15 Strength Check or suffer one level of exhaustion at the end of the day. If you are
proficient in Strength Saving Throws, you may use that number instead. You automatically fail this check if you have access to less than half of your required
water supply.

If you already have one or more levels of exhaustion from thirst, you suffer two levels of Exhaustion each time you fail this check.

Swimming
When swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain). You ignore this extra cost if you have a swim speed. Gaining any
distance in rough water might require a successful Strength check. Use the following table to determine the DC:

Water DC
Smooth 5
Rough 10
Choppy 15
Stormy 20
Strong Tides 25
Hurricanes or Monsoons 30

Success: If you succeed, you make progress as determined by the appropriate movement speed, or you can safely tread water.
Failure: If you fail your check by 4 or less, you fail to make any progress but stay afloat and do not sink. If you fail your check by 5 or more (or roll a
1 on the d20), you sink and risk suffocation by drowning.
Intimidation (Strength)
Use the Influence Action to cow someone through overt threats, hostile actions, and physical violence. Interrogating a prisoner, convincing street thugs to
back down, or staring down a sneering vizier are all examples of intimidation. Your Strength (Intimidation) check result determines the reaction of the NPC
based on their initial attitude (see Charisma Checks).

Make the check with advantage if you are one size category larger than your target and with disadvantage if you are one size category smaller. A character
immune to the Frightened condition can’t be intimidated.

Demoralize Opponent
Using the Influence Action, you can attempt to weaken an opponent’s resolve in combat. The DC is either your opponent’s Intelligence or Wisdom score,
whichever is higher.
Success: If your beat the DC by 4 or less, the target suffers the Frightened condition until the end of your next turn. If you beat the DC by 5 or more,
it will seek to end combat by any means necessary within the confines of its alignment (flee, surrender, sacrifice allies, etc.).
Failure: If your target’s saving throw beats your check result, your attempt at intimidation fails.

Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing.

Acrobatic Stunts
As part of a Move Action, make a DC 15 Dexterity Check to swing from a chandelier, slide down a staircase, or attempt another acrobatic stunt that can be
performed without magical aid.
Success: You pull off your stunt.
Failure: If you fail by 4 or less, your stunt fails but you do not suffer any additional consequences. If you fail by 5 or more, you fall or suffer some
other consequence, at the DMs discretion.
Saving Throw Proficiency. If you are proficient in Dexterity Saving Throws you may use that number instead of a standard Dexterity check to
reflect your athletic training, unusual hardiness, etc.

Falling Onto an Enemy. If you wish to fall onto an enemy, make a Dexerity Check. If your result equals or exceeds the target’s AC, you and the target take
the appropriate fall damage. The target is then pushed into the closest empty square, and you occupy the square the target vacated.
If your Dexterity Check fails, the target takes no damage, you are pushed into the nearest empty square while taking the appropriate fall damage. If
your check fails by 5 or more (or roll a 1 on the d20), you also fall prone in the nearest empty square.

Keeping your Balance


Make a Dexterity check as part of your move to traverse a surface less than 1 foot wide (such as a ledge or tightrope) or across an unstable surface (such as a
wind-tossed rope bridge or a rocking log).

Surface DC
Narrow or Unstable 10
Very narrow (less than 6 inches) +5
Narrow and Unstable +5

Success: If you succeed, you can move one-half your speed across a narrow or unstable surface.
Failure: If you fail your check by 4 or less, you make no progress and lose the rest of your movement, but do not fall. If you fail your check by 5 or
more on a narrow surface, you fall off the surface and lose the rest of your movement. If the surface is unstable but not narrow, you instead fall prone and
lose the rest of your movement.
Saving Throw Proficiency. If you are proficient in Dexterity Saving Throws you may use that number instead of a standard Dexterity check to
reflect your athletic training, unusual hardiness, etc.

Sleight of Hand (Dexterity)


A Dexterity (Sleight of Hand) check covers an act of legerdemain or manual trickery, such as picking a pocket, planting something on someone else, escaping
from restraints or tying up a prisoner, or concealing an object on your person.

Disabling a Trap
As an action, you can make a Dexterity (Sleight of Hand) check to disarm, delay, or otherwise disable a trap. The DC for this check is listed in the trap’s
individual description.
Success: You disable or delay the trap. Disabling a trap makes it harmless until it is reset manually or automatically, depending on its design.
Delaying a trap renders it inert until the end of your next turn.
Failure: If you fail your check by 4 or less, nothing happens; you can try again on your next action. If you fail your check by 5 or more, you trigger
the trap.

Escaping from Restraints


Make a Dexterity (Sleight of Hand) check to see if you can slip free when bound. The check requires 1 minute of effort, and the DC is determined by the type
of restraint and its quality.

Restraint Quality DC
Shoddy (Cloth rags, defective manacles) 10
Average (Rope, leather cords) 15
Professional (Manacles, other standard restraints) 20
Mastercraft (High-quality restraints) 25

Success: You slip free of a physical restraint.


Failure: You can try again only if someone else aids you.
Fast Escape. You can make an escape attempt as an Action, but the DC increases by 10.
Securely Tie Up a Prisoner. As an Action you can make a DC 15 Dexterity (Sleight of Hand) Check to tie up an Incapacitated, Paralyzed, or
Unconscious creature. If you succeed on your check, any subsequent checks made to escape are made with disadvantage.

Lockpicking
As an action, you can make a Dexterity (Sleight of Hand) to pick a lock. You must have the appropriate tools for the job in order to make this check, such as
Thieves’ Tools or improvised lock picks. The DC for this check is listed below:

Lock Quality DC
Shoddy 10
Average 15
Professional 20
Mastercraft 25
Part of an intricate security system 30
Success: You pick the lock. Picking a lock does not disable any traps or other security measures that might be present, unless stated otherwise in
the individual description.
Failure: If you fail your check by 4 or less, nothing happens; you can try again on your next action. If you fail your check by 5 or more, you break the
tool you are using to pick the lock.

Picking a Pocket
As an action, you can make a Dexterity (Sleight of Hand) to lift a small object from a creature without that creature being aware of the theft. You can also
palm a small, unattended object and hide it on your person. The DC for this check is 10 if you are not being observed. If someone is watching you when you
make the attempt, your Dexterity (Sleight of Hand) check is opposed by that character’s Wisdom (Perception) check, or their passive Perception, at the DMs
discretion.
Success: You obtain an object or hide something on your person without anyone noticing.
Failure: If you fail your check by 4 or less you fail to obtain the object or secure an item on your person, but no one notices; you can try again on
your next action. If you fail your check by 5 or more, you both fail in your endeavor and anyone whose Wisdom (Perception) check beats your Dexterity
(Sleight of Hand) check notices.

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

Your Dexterity (Stealth) check is opposed by the Wisdom (Perception) check of those you’re trying to hide from. Your DM may choose to use the passive
Perception scores of those you attempt to hide from instead. In this case, subtract 5 from your passive DC if the target has advantage on the roll and add 5 to
your passive DC if the target has disadvantage.

Hiding
With the Hide Action, you try to conceal yourself. To do so stealthily, you must succeed on a DC 15 Dexterity (Stealth) Check while you’re Heavily Obscured or
behind Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight; if you can see a creature, you can discern whether it can
see you. On a successful check, you have the Invisible Condition

Make note of your check’s total, which becomes the DC for a creature to find you with a Wisdom (Perception) Check. The condition ends on you immediately
after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a
verbal component.

Cover and Concealment


The level of cover or concealment in an area affects how well you can conceal yourself:
 Half or Three Quarters Cover. In an area of Bright Light, hiding behind Half or Three Quarters Cover forces you to make your Dexterity (Stealth) Check
with disadvantage.
 Total Cover. If hide behind total cover, you can make your Dexterity (Stealth) Check normally, in all light conditions.
 Light Obscurity. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures that rely on sight have disadvantage on
Wisdom (Perception) Checks to detect you.
 Heavy Obscurity. A heavily obscured area (darkness, opaque fog, dense foliage) blocks vision entirely. A creature in a heavily obscured area effectively
suffers from the Blinded Condition and can only make Wisdom (Perception) Checks to find you if its other senses are acute enough to detect you. The DM
decides this based on the creature’s game statistics.

Light
The level of light in an area affects how well you can conceal yourself:
 Bright Light. Observers automatically notice you if you’re in an area of Bright Light without Cover or Concealment, or if you’re carrying a light source.
You can only attempt the Hide Action if you find Three-Quarters or Total Cover or Heavily Obscured Concealment of some kind and discard any sources of
light you are carrying. If you attempt to hide behind half or three quarters cover while in Bright Light, you make your check with disadvantage.
 Dim Light. Dim Light usually refers to a boundary between a source of Bright Light and surrounding darkness. This includes twilight, dawn, or the light
of a full moon. You can attempt the Hide Action if you have Three Quarters or Total Cover to hide behind or Heavily Obscured Concealment to break up
your outline.
 Darkness. Darkness refers to the absence of light found outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or
subterranean vault, or in an area of magical darkness. You can freely use the Hide Action in areas of natural or magical darkness.

Intelligence Checks
An Intelligence Check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, Examination, and Lore skills
reflect aptitude in certain kinds of Intelligence checks.

Arcana (Intelligence)
An Intelligence (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. This skill also covers your knowledge of Aberrations, Elementals, and Oozes.

Identify Arcana DC
Identify Arcane Talent 15
Identify Arcane Magic 10 + Spell Level

Identify Arcane Talent


You are able to recognize a racial or class feature used by another character or NPC (no action required) that draws upon arcane magic for its power. You
must be able to see or otherwise detect this effect with your normal senses. At the DMs discretion, you may use this portion of the skill to identify features
that are psionic in nature, assuming psionics exist in your campaign.

Identify Arcane Magic


You are able to recognize a magical spell (no action required) cast by Artificers, Bards, Sorcerers, Warlocks, or Wizards that you can see or otherwise detect
with your normal senses.

Examination (Intelligence)
An Intelligence (Examination) check measures your ability to diagnose and treat injuries, uncover causes of death, understand clues, or figure out how a
device or trap works. This also covers your knowledge of Constructs.

Decipher Clue
You can use this skill to examine clues you encounter during an investigation. Evidence must be available for you to interact with. Your Intelligence
(Examination) check result determines how complex the information you gather is, as shown below.

Level of Analysis DC
Failure. You are unable to determine 0–9
anything about the clue in question.
Novice. You can piece together the most 10 – 14
basic bits of information.
Proficient. Analyze deviations from daily 15 – 19
routines, identify the presence of criminal
behavior, notice and collect trace evidence
left behind by living creatures, and so forth.
Expert. Determine if an item or piece of 20 – 24
evidence is genuine or fake, identify the type
of weapon used to cause a wound, the
kind of accelerant used to start a fire,
build a behavioral profile, etc.
Master. Determine the culture or society 25 – 29
attached to a clue, the age of an artifact,
successfully audit the finances of a
kingdom or criminal cartel.
Savant. Reconstruct a crime scene 30+
flawlessly, deduce the relationships between
members of a deep conspiracy, or crack a
criminal mastermind’s secret identity.

Gather Information
You can use this skill to gather information from the local populace. Each skill check represents 1d4+1 hours of people watching, talking to members of the
community, and getting the general lay of the land. Your Intelligence (Examination) check result determines what you learn, as shown below:

Information Gathered DC
Failure. Either no one knows anything, 0–9
or they’re unwilling to talk with you.
You get a general sense of major news 10 – 14
stories and popular local rumors.
You learn who the major movers and 15 – 19
shakers are, areas to avoid, where to acquire
rare or illegal goods, or rumors about the
information you seek. Locate an individual
that makes no attempt to hide.
You learn who truly holds power in the 20 – 24
community, the unclassified details of
a news story, or you determine the
veracity of a rumor.
You learn secret information unavailable to 25 – 29
the general public. You can locate a person
that isn’t well-known or is taking steps to
hide from you.
You uncover information that is extremely 30+
difficult to obtain, or you find what you’re
looking for, plus additional information you
may not have been aware existed. The DM
decides what this is, based on the story.

Offering Bribes. You can spend 1d10 gold pieces in order to make people more willing to share information with you. In this case, you can make the check
with advantage. However, if your check result fails, someone notices your bribery attempts. The DM may decide to impose a penalty appropriate to the story,
such as someone calling you out, thieves taking note of your wealth, or the authorities being alerted to your activities.

Render Medical Aid (Trained Only)


You can use this skill to diagnose afflictions, treat injuries, and stabilize dying creatures.

Task DC
Stabilize Dying Creature 10
Diagnose Poison or Disease 15
Treat Injury 15
Treat Poison or Disease Varies

Stabilizing a Creature. As an Action, you can administer first aid to an unconscious creature and attempt to stabilize it. If your check succeeds, the
creature becomes stable and no longer needs to make Death Saving Throws. If you have access to a healer’s kit, no check is necessary, and the creature
automatically stabilizes.

Diagnose Poison or Disease. As an Action, you can attempt to diagnose a case of poisoning or disease at a glance. If you spend at least 5 minutes
examining the patient, you can make the check with advantage.

Treat Injury. As an Action, you can expend one use of a healer’s kit to bandage and treat a creature’s wounds. If you succeed on a DC 15 Intelligence
(Examination) Check, that creature can recover hit points by spending 1 Hit Die at the end of a short rest. For every 5 points by which you exceed the DC, the
creature can spend 1 additional Hit Die (2 for a result of 20, 3 for a result of 25, etc.). You can treat yourself in this way, but the Intelligence (Examination)
check is made with disadvantage.

Treat Poison or Disease. If you have access to a healer’s kit (or some basic supplies found in most settled lands) you can administer care to a patient in
order to help them overcome the effects of poison or disease. As long as you maintain light activity and are able to check on the patient at reasonable
intervals, your Intelligence (Examination) check can be used in place of any saving throws they make to fight the effects of poison or disease. You can treat
up to 6 patients in this way at any given time. You can administer care to yourself in this way, but your Intelligence (Examination) check is made with
disadvantage.

Search
As an Action, you can search a 5-foot area or volume of goods. Use the following table to determine the DC:

Level of Concealment DC
In the open, no effort made to conceal. 4
Locate a specific item or clue in an 8
unconcealed chest, closet, or container.
Locate a hastily concealed clue, door, 12
covered entrance, or hidden object.
Locate an object, clue, or passage that has 15
been painstakingly concealed, but is not
contained in something specially designed
for such a purpose.
Locate a specially engineered secret 18
door, or an object or clue tucked away in a
container designed to be concealed.
Identify Illusion 22
Detect Trap Varies by Trap

Lore (Intelligence)
An Intelligence (Lore) check measures your knowledge of the history of civilization, kingdoms, and religions. This skill also covers your knowledge of
Celestials, Dragons, Fey, Fiends, Giants, Humanoids, and Undead.

Identify a Martial or Divine Feature DC


Identify Racial Trait 10
Identify Martial Technique 15
Identify Divine Power 15
Identify Divine Magic 10 + Spell Level

Identify Racial Trait


You can use the Study Action to recall or identify a racial trait or feature used by another character or NPC. If identifying a trait for the first time, you must be
able to see or otherwise detect this effect with your normal senses. If you have met a member of the appropriate racial group before, you make your
Intelligence (Lore) check with advantage.

Identify Martial Technique


You can use the Study Action to recognize a class feature used by Fighters, Monks, and Rogues that you can see or otherwise detect with your normal senses.

Identify Divine Power


You can use the Study Action to recall or identify a racial trait or class feature used by another character or NPC that draws upon divine power. If identifying a
trait for the first time, you must be able to see or otherwise detect this effect with your normal senses.

Identify Divine Magic


You can use the Study Action to recognize a spell used by Clerics or Paladins that you can see or otherwise detect with your normal senses.

Wisdom Checks
A Wisdom Check models how attuned you are to the world around you, as well as your basic perceptiveness. The Naturecraft and Perception skills reflect
aptitude in certain kinds of Wisdom checks.

Naturecraft (Wisdom)
A Wisdom (Naturecraft) Check reflects your knowledge of the wilderness: you can handle animals, forage for food, navigate, and track prey. This skill also
covers your knowledge of Beasts, Monstrosities, and Plants. (For the purposes of this skill, an animal refers to a creature with the Beast or Monstrosity
subtype and an Intelligence of 3 or lower.)

You can recall lore around terrain, plants and animals, the weather, and natural cycles, using the DCs listed under the “Knowledge Checks” entry. You may
also identify traits that draw their power from the natural world. Use the table below to determine the difficulty of each task.
Animal Handling
You can use this skill to rear animals, tame them, and train them for various tasks. Use the table below to determine the difficulty of each task.

Animal Handling DC
Calm Animal 12
Command Animal 8
Domesticate Animal 15
Push Animal 15
Rear Animal 12
Teach Command 12
Train for General Purpose 15

Calm an Animal
You can attempt to calm a spooked animal with the Influence Action. If the check succeeds, you can end the Frightened condition on the animal in question,
or otherwise calm it down. You gain a bonus to the check equal to the animal’s Intelligence score. If the animal is wild and not domesticated, the check is
made with disadvantage.

Command an Animal
You can command an animal to perform a task or trick that it knows (no action required). If the animal has the Frightened, Grappled, Poisoned, Prone,
Restrained, or Slowed conditions or has taken hit point damage, you must use the Influence Action to do so. If your check succeeds, the animal performs the
task or trick on its next action. You cannot command an animal if it has the Blinded, Charmed, Deafened, Incapacitated, Paralyzed, Petrified, Stunned, or
Unconscious conditions.

Domesticate a Wild Animal


You can domesticate a wild animal by spending 1 hour per day working with it, and you can domesticate up to three creatures at the same time. At the end of
1 month, make a Naturecraft (Wisdom) Check.
Success: The beast becomes domesticated. If so desired, it can be further trained with the other elements of this skill.
Failure: If you fail your check by 4 or less, you can make this check again in one week if you continue to spend 1 hour per day working with the
animal. You can repeat this check as often as you wish until the creature becomes domesticated. If any of these checks fail by 5 or more, the animal is
incapable of domestication.

Push an Animal
You can use the Influence Action to command an animal to perform a task or trick that it doesn’t know but is physically capable of performing. This includes
making an animal perform a forced march or any other physically exhausting task. If the animal has the Frightened, Grappled, Poisoned, Prone, Restrained, or
Slowed conditions or has taken hit point damage, the check is made with disadvantage. If you succeed, the animal performs the task or trick on its next
action, to the best of its ability. You cannot push an animal if it has the Blinded, Charmed, Deafened, Incapacitated, Paralyzed, Petrified, Stunned, or
Unconscious conditions.

Rear an Animal
You can raise a wild creature from infancy so that it becomes domesticated. When the animal reaches its juvenile phase, you make a Wisdom (Naturecraft)
check to determine success or failure. You must spend at least 1 hour per day working with the animal; you can rear up to three creatures at the same time.
Success: The beast becomes domesticated. If so desired, it can be further trained with the other elements of this skill.
Failure: If you fail your check by 4 or less, you can make this check again in one week if you continue to spend 1 hour per day working with the
animal. You can repeat this check as often as you wish. However, if any of these checks fail by 5 or more, the process fails, and the animal is incapable of
domestication.
Teach Commands to an Animal
With one week of work (at a minimum of 1 hour per day) and a successful Wisdom (Naturecraft) check, you can teach an animal one of the following tricks (an
animal can learn up to three commands per point of Intelligence, up to a maximum of 9).
 Attack. The animal will attack enemies at your command or at its own discretion if trained to fight independently. Normally, an animal will attack
creatures of natural origin. Teaching an animal to attack creatures with the Aberration, Celestial, Elemental, Fey, Fiend, or Undead subtype counts as two
tricks.
 Come. The animal comes to you, even if it normally would not do so.
 Defend. The animal defends you (or is ready to defend you if no threat is present), or another creature at your command.
 Down. The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this command continues to fight until it must flee (due
to injury, a fear effect, or the like) or its opponent is defeated.
 Fetch. The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
 Guard. The animal stays in place and prevents others from approaching.
 Heel. The animal follows you closely, even to places where it normally wouldn’t go.
 Perform. The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
 Seek. The animal moves into an area and looks around for anything that is obviously alive or animate.
 Stay. The animal stays in place, waiting for you to return. It does not challenge other nearby creatures, though it defends itself if necessary.
 Track. The animal tracks the scent, sound, or visual presented to it, to the limits of its senses.
 Work. The animal is trained to perform the tasks associated with a specific line of work, such as guide work, farming, logging, or personal service. Each
line of work counts as an additional command.

Success: The animal learns the desired command.


Failure: If you fail your check by 4 or less, you can make this check again in one week if you continue to spend 1 hour per day working with the
animal. You can repeat this check as often as you wish until the creature learns the command. However, if any of these checks fail by 5 or more, the process
fails, and the animal is incapable of learning that command.

Train an Animal for a General Purpose


An animal’s purpose represents a preselected set of known commands that fit into a common scheme. The animal must have an Intelligence score high
enough for all of the commands included in the training package. An animal can be trained for only one general purpose in its lifetime, though it is capable of
learning additional commands if its Intelligence score allows. These general purposes are as follows:
 Combat Riding. Training and animal for combat riding takes six weeks. An animal trained to bear a rider into combat knows the Attack, Come, Defend,
Down, Guard, and Heel commands.
 Fighting. An animal trained to engage in combat knows the Attack, Down, and Stay commands. Training an animal for fighting takes three weeks.
 Guard. An animal trained to guard knows the Attack, Defend, Down, and Guard commands. Training an animal to guard takes four weeks.
 Heavy Labor. An animal trained for heavy labor knows the Come and Work commands. Training an animal for heavy labor takes two weeks.
 Hunting. An animal trained to hunt knows the Attack, Down, Fetch, Heel, Seek, and Track commands. Training an animal for hunting takes six weeks.
 Performance. An animal trained for performance knows the Come, Fetch, Heel, Perform, and Stay commands. Training an animal for performance takes
five weeks.
 Riding. An animal trained to bear a rider knows the Come, Heel, and Stay commands. Training an animal for riding takes three weeks. You may upgrade
an animal trained for riding to one trained for combat riding by spending three weeks and succeeding on an additional Wisdom (Naturecraft) check.

Success: The training is successful.


Failure: If you fail by 4 or less, you can make this check again in one week if you continue to spend 1 hour per day working with the animal. You can
repeat this check as often as you wish until the creature learns the selected general purpose. However, if any of these checks fail by 5 or more, the process
fails, and the animal is incapable of learning that particular general purpose. You can, however, attempt to train it for a different general purpose. If an
animal has failed to learn a command from the Teach Command option (by failing a check by 5 or more) learning a new general purpose will override that
failure and allow the animal to learn that particular command.

Foraging
You can gather food and water in the wilderness if you travel at a slow or normal pace. Make two Wisdom (Naturecraft) Checks – one to determine whether or
not you find food, and a second to determine whether or not you locate drinkable water. If multiple characters forage, each one makes separate checks.
Consult the table below to determine the DC of your checks, based on the terrain in your location:

Terrain DC
Lush. Food and water are abundant. 8
Sparse. Food and water are limited. 12
Barren. Food and water are scarce. 18

Success: You locate 1d6 pounds of edible food, or 1d6 gallons of drinkable water. Add your Wisdom modifier to the result of each roll.
Failure: You fail to locate edible food or drinkable water.

The table below shows how much food and water a creature needs each day to sustain itself. Water requirements are doubled if the weather is hot.

Size Food Water


Tiny ¼ pound ¼ gallon
Small ½ pound ½ gallon
Medium 1 pound 1 gallon
Large 4 pounds 4 gallons
Huge 16 pounds 16 gallons
Gargantuan 64 pounds 64 gallons

Identify Primal Ability


You can use the Study Action to recognize a racial or class feature used by another character or NPC that draws upon the primal magic of nature for its power,
including those of Barbarians, Druids, and Rangers. You must be able to detect this effect with your normal senses.

Identify Primal Magic


You can use the Study Action to recognize a spell cast by Barbarians, Druids, and Rangers that you can see or otherwise detect with your normal senses.

Identify Primal Power DC


Identify Primal Ability 15
Identify Primal Magic 10 + Spell Level

Navigation
Unless you follow a path when traveling, you run the risk of becoming lost. The party’s navigator can make a Wisdom (Naturecraft) Check to avoid this, as
determined by the prevailing terrain:

Terrain DC
Grassland, meadow, farmland. 5
Arctic, desert hills, or open sea with 10
clear skies and no land in sight.
Forest, jungle, swamp, mountains, or 15
open sea with overcast skies and no
land in sight.

If the party is moving at a slow pace, the navigator makes the check with advantage. If the party is moving at a fast pace, the check is made with
disadvantage. If the party has a reasonably accurate map of the region or can see the sun or stars, the navigator gains a +2 bonus to the check.
Success: You travel in the desired direction without becoming lost.
Failure: You inadvertently travel in the wrong direction and become lost. The party’s navigator can repeat the check after the party spends 1d6
hours attempting to get back on course.

Tracking
You can attempt to follow the tracks of other creatures. To track, one or more characters must succeed on a Wisdom (Naturecraft) check. The DC depends on
how well the ground shows signs of a creature’s passage. No roll is necessary where tracks are obvious, and in situations where there is no trail to follow,
tracking is impossible. Use the table below to determine the DC:

Surface DC
Soft surface, such as snow or sand. 5
Dirt or grass. 10
Bare stone. 15
Each day since the creature passed. +5
Creature leaves a trail, such as blood. –5
Creature attempts to hide its trail. +5

You can make your check with advantage if there is more than one set of tracks to follow. If the trail passes through a well-trafficked area, your check is
made with disadvantage.
Success: You successfully track your target.
Failure: You lose the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to recover the trail in a
confined area (such as a dungeon), or 1 hour outdoors.

The DM may require you to make a new check in any of the following circumstances:
 You stop tracking and resume after finishing a long or short rest.
 The trail crosses an obstacle, such as a river, that shows no tracks.
 The weather conditions or terrain changes in a way that makes tracking harder.

Perception (Wisdom)
A Wisdom (Perception) Check lets you spot, hear, or otherwise detect the presence of something. Use the following table to determine the DC:

Task DC
Avoid surprise Varies
Listen 10
Spot 10

Avoid Surprise
You can avoid being ambushed or otherwise surprised by making a successful Wisdom (Perception) Check opposed by your opponent’s Dexterity (Stealth)
Check. The DM may use your passive Wisdom (Perception) Score if the situation warrants. If you fail this check or if an opposed Dexterity (Stealth) Check
equals or exceeds your passive Perception, you are surprised.
Listen
You can pick up distant sounds or ambient noise. You can also listen in on a conversation that you aren’t a part of, assuming you share a language with the
speakers. Any condition that makes listening difficult (background noise, listening through a door, etc.) forces you to make the check with disadvantage. If
the source of the sound is within 5 feet of you, make the check with advantage. If the source of the sound is more than 30 feet away from you, make the
check disadvantage (unless the DM rules that the sound is loud enough not to warrant a penalty).

Spot
You can attempt to locate a person or object visually. If the person or object is at least one size category larger than you, make the check with advantage. If
the person or object is at least one size category smaller than you, make the check with disadvantage.

Charisma Checks
A Charisma Check measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a
charming or commanding personality.

Insight (Charisma)
A Charisma (Insight) Check allows you to sense motives and hidden emotions, detect deception, read a room, or just "get" what is happening at any given
time.

Discern Secret Message


You can make a Charisma (Insight) Check to notice that a hidden message is being transmitted via the Charisma (Influence) skill. In this case, your Charisma
(Insight) check is opposed by the Charisma (Influence) check of the character transmitting the message.
Success: If you succeed by 4 or less, you know that something hidden is being communicated, but don’t learn anything specific about its content. If
you beat the DC by 5 or more, you intercept and understand the message.
Failure: If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.

Intuition
You can use the Assess Action to get a gut feel for a social situation. You can get the feeling from another’s behavior that something is wrong, such as talking
to an imposter. Or you can get the feeling that someone is trustworthy.

Sense Enchantment
You can use the Assess Action to tell that someone’s behavior is being influenced by a mind-altering effect, even if that person isn’t aware of it. The usual DC
is 25, but if the target is dominated the DC is only 15 because the target is only able to act in a limited capacity.

Sense Illusion
The DM may use your passive Charisma (Insight) Check to determine if you notice the telltale signs of an illusory effect. Noticing such an effect doesn’t break
the illusion, but you recognize the effect as being an illusion.

Influence (Charisma)
A Charisma (Influence) Check allows you to convince and deceive people, get them to like you, haggle, gain trust, make deals, win allies, or put on an
entertaining show.
Deception
You can use the Influence Action to deceive a creature that can understand you, or to trick it into doing something on false pretenses. The DC is 15 or the
creature’s Intelligence or Wisdom score, whichever is highest.

Success: The creature believes you or is convinced to do as asked, based on its understanding and driven by its alignment. It won’t do anything that it finds
repugnant.
Failure: If your check fails, you must wait 24 hours to try again. The DM may shorten or extend this time depending on the circumstances.

Creating a Diversion to Hide


Use the Influence Action to give yourself the opportunity to hide. If your Charisma (Influence) Check result is higher than the Charisma (Insight) Checks of
everyone observing you, you create the momentary diversion you need to attempt a Dexterity (Stealth) Check to hide while people are aware of you.

Delivering a Secret Message


You can attempt to get a message across to another character without others understanding it. The difficulty is determined by the table below:

Message DC
Simple (10 words or less) 15
Complex (Several sentences) 18
Intricate (Several paragraphs) 22

Success: You are able to convey your message in its entirety.


Failure: If you fail your check by 4 or less, you fail to get your message across. If you fail your check by 5 or more, your message is misunderstood,
and some false information has been implied or inferred.

Anyone listening to the exchange can detect your message with a Charisma (Insight) check opposed by your Charisma (Influence) check result.

Persuasion
You can use the Influence Action to persuade a creature that can understand you, or to reason it into accepting your perspective. The DC is 15 or the
creature’s Intelligence or Wisdom score, whichever is highest.

Success: The creature is persuaded or is convinced to do as asked, based on its understanding and driven by its alignment. It won’t do anything that
it finds repugnant.
Failure: If your check fails, you must wait 24 hours to try again. The DM may shorten or extend this time depending on the circumstances.

Encourage Companion
You can use the Help Action to bolster a companion’s resolve in combat. If your companion has the Frightened condition, they can immediately make another
saving throw to end the condition, using your Charisma (Influence) check result in place of their usual saving throw. You may only attempt to encourage a
single companion once in a 24-hour period.
Success: If your check result equals or exceeds your companion’s saving throw DC, you remove the Frightened condition from them. If your check
result beats the saving throw DC by 5 or more, your companion automatically gains Heroic Inspiration if he or she does not already have it.
Failure: Your attempt fails.

General Knowledge Checks


With the Study Action, you can make an Ability Check to recall knowledge about specific topics. The DM may call for such a check if you wish to remember a
useful bit of information in a particular field of knowledge or to recognize a clue related to it. This also applies to the identification of certain kinds of monsters
and their capabilities.

The check DC increases based on how complex the information is. Sometimes your DM might decide that the information you seek is available only to
characters trained in an appropriate knowledge skill.
 Common (DC 5): Generic information anyone would know.
 Novice (DC 10): General information available to those with a basic education.
 Adept (DC 15): Specific information only available to those with an advanced education in a related field.
 Expert (DC 20): Specialized information only an expert in the field of study could possibly know.
 Master (DC 25): Restricted information only available to the most accomplished experts in a given field.
 Esoteric (DC 30): Information so rare as to be lost to time, buried beneath layers of conspiracy, or held only by otherworldly sources.

Success: You recall a useful bit of information related to the topic at hand.
Failure: You don’t recall or have access to any pertinent information. The DM may allow you to make a new check with a period of reflection or
study, or if new information comes to light.

Monster Knowledge Checks


With the Study Action, you can make an Ability Check to identify a creature by name and subtype, as well as its typical alignment. Higher results give you
further information about the creature’s senses and methods of locomotion, abilities, actions, resistances, and vulnerabilities. You may only glean a single
piece of information per check, but you can repeat this check once per round to uncover new information as long as you are able to observe the creature. Use
the following table to determine what you uncover:

Monster Knowledge DC
Name, Type, and Alignment 8
Movement or Senses 12
Abilities or Actions 15
Resistances or Vulnerabilities 18

If you have encountered a creature before, you gain advantage on your Ability Check to determine its traits.

Success: You glean a piece of information related to the monster at hand.


Failure: You are unable to glean the relevant information during this encounter. The DM may allow you to make a new check with a period of
reflection or study, or if new information comes to light. Otherwise you may repeat the check if you encounter the monster in question again.

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