There are five skills associated with each ability score (except Constitution).
Strength: Boating, Climb, Dig, Run/Jump, Swim.
Dexterity: Balance, Slip Free, Move Silently, Open Lock, Use Rope.
Constitution: (none).
Intelligence: Camouflage, Decipher Script, Disable Device, Heal, Lore.
Wisdom: Intuit Direction, Listen, Spot, Track, Survival.
Charisma: Bluff, Disguise, Handle Animal, Parley, Sense Motive.
A skill check is rolled as follows:
1d20 + Ability Modifier + Skill Rank + Class Skill Bonus (if applicable)
Skill ranks. Ranks indicate training or experience with a given skill. Each of your skills has a rank. The minimum rank is 0, and the maximum rank is equal to your level. Skill ranks are gained by spending skill points at character creation and each time you gain a level. The number of skill points you receive depends on your class.
Class skills. You gain a +3 bonus on any class skill in which you have at least 1 rank. This bonus can be increased to +6 for a specific skill if you gain the Skill Expertise feat.
Most skill checks are made against a Difficulty Class (DC). The DC is set by the referee based on the fictional situation. The following table provides general guidance.
DC |
Task Difficulty |
Example |
|---|---|---|
5 |
Very Easy |
Track a deer across fresh snow |
10 |
Easy |
Swim in calm water |
15 |
Medium |
Climb a rocky cliff |
20 |
Hard |
Walk a tightrope |
25 |
Very Hard |
Climb a brick wall |
30 |
Extremely Hard |
Keep your bearings in total darkness |
40 |
Nearly Impossible |
Track a falcon on a cloudy day |
More detailed lists of DC’s for various skills are given in an appendix. These may be used as a guide during gameplay, and as a resource when designing adventure sites.
Sometimes, characters work in direct opposition to one another. An opposed check is a check where the difficulty class is set by another character’s check. For example, you might make a Move Silently check to sneak up on a guard. In this case, you succeed if your skill check is higher than the guard’s Listen check. Possible examples of opposed skill checks include the following.
Task |
Skill |
Opposed Skill |
|---|---|---|
Hide your tracks |
Camouflage |
Track |
Sneak up on someone |
Move Silently |
Listen |
Steal a coin purse |
Pick Pocket |
Spot |
Tie a prisoner securely |
Use Rope |
Slip Free |
Win a boating race |
Boating |
Boating |
In the event of a tie on an opposed check, the referee may call for a reroll, or adjudicate a mixed outcome that is not a complete success for either party.
Naturally, the referee may assign a circumstance modifier to one of side of an opposed check if the situation does not suggest a fair contest.
A passive skill check represents the average result for a task. It is calculated by taking the usual modifiers for a skill check and then assuming the die roll is 10. For this reason, a passive check can also be known as “taking 10.”
You can opt to make a passive check when performing a task that is routine to you. On the other hand, you cannot make a passive check when in immediate danger, when facing a new or unusual challenge, or when pushing yourself past your usual limits.
The referee may ask for a passive check when a character performs a task passively over a period of time. For example, a sentry standing watch for several hours is making a passive Listen check. The referee may also use passive checks to avoid rolling separate skill checks for large groups of similar creatures.
Sometimes, a character wishes to attempt a skill check repeatedly until success is attained. Rather than rolling dice over and over again, you can simply announce that you intend to “take 20.” It can then be assumed that the character makes twenty consecutive skill checks and eventually rolls a natural 20 on the twentieth check.
It is only possible to take 20 in cases where failure carries no significant penalty. For example, you could normally take 20 on a check to pick a lock or break down a door, but not on a check to leap over a chasm or to avoid setting off a trap.
Taking 20 takes twenty times as long as a normal skill check. For a task that normally takes about 30 seconds (such as picking a lock), taking 20 takes 10 minutes.
When more than one character tries to use the same skill at the same time and for the same purpose, their efforts may overlap. Here are two different cases.
Each character needs to succeed. When climbing a wall, jumping over a pit, sneaking past guards, or running from monsters, each character must succeed individually to avoid danger. In such a case, make a separate roll for each character.
The characters succeed as a group. When keeping watch, tracking gnolls, guiding a boat through rapids, or lifting a portcullis, several characters can work together to succeed as a group. In such a case, the character in the group with the highest total modifier to the check is considered the leader of the effort. The leader’s skill check determines whether the group succeeds overall. Each additional character who is helping makes a skill check against DC 10. For each helper who succeeds, the leader gets a +2 bonus on the main check. Based on the circumstances, the referee may limit the number of characters who can help.
At each level, you get a number of skill points which you can spend to increase your skill ranks. The number of skill points depends on your class and your Intelligence modifier.
Class |
Skill Points Per Level |
|---|---|
Cleric, Druid, Witch, Wizard |
4 + Intelligence modifier |
Barbarian, Paladin |
6 + Intelligence modifier |
Bard, Fighter, Monk |
8 + Intelligence modifier |
Ranger |
10 + Intelligence modifier |
Thief |
12 + Intelligence modifier |
You can spend skill points on any skill you want. Each skill point spent increases your skill rank in the skill by one. You cannot raise a skill’s rank above your current level.
Racial bonus skills. Based on your race, you may receive ranks in certain skills at every level without the need to spend skill points. You cannot spend additional skill points on these skills, since you receive the maximum number of ranks for free.
Boating |
Navigate rapids, avoid rocks, and escape dangerous aquatic creatures |
Climb |
Climb ropes, cliffs, trees, and walls; and hang on if attacked while climbing |
Dig |
Unearth buried treasure, save your friends from a cave-in, prepare a pit trap, or construct earthworks around your camp |
Run/Jump |
Escape pursuers, run down fleeing foes, and leap over pits and obstacles |
Swim |
Cross a river without a bridge, keep afloat in stormy water, save a drowning friend, or dive for sunken treasure. |
Balance |
Dash across slippery ice, avoid tripping over tree roots, cross a swaying rope bridge, or keep your balance on the back of a stampeding dinosaur. |
Slip Free |
Escape from ropes or bonds, wriggle out of a creature’s grasp, or squeeze through narrow cracks and openings. |
Move Silently |
Spy on enemies without alerting them to your presence, slip past a sentry who’s looking the other way, or steal a key without waking the jailor. |
Open Lock |
Open doors, treasure chests, and manacles. |
Use Rope |
Bind prisoners, lasso wild beasts, secure ropes and harnesses for climbing, or tie a trick knot that will come loose with a tug. |
Decipher Script |
Read ancient languages, interpret mysterious hieroglyphics, piece together a text from incomplete fragments, or make friends at parties by reciting the conjugations of irregular Elvish verbs. |
Camouflage |
Find the best hiding spot in a room, disguise your camp site with available materials, cover a pit trap with sticks and leaves, or hide your tracks. |
Disable Device |
Disarm a trap, jam a lock (either open or closed), sabotage a machine, or rig a device to fail the next time it’s used. |
Heal |
Provide first aid to a wounded friend, identify diseases from their symptoms, determine the cause of creature’s death, or amputate a limb to stop the spread of a deadly curse. |
Lore |
This skill represents encyclopedic knowledge gained from reading or other sources. Special rules apply; see below for details. |
Intuit Direction |
Tell which way is north, keep your bearings, travel in a straight line, or retrace your steps. |
Listen |
Determine what is lurking behind a closed door, eavesdrop on a conversation from a distance, or detect foes creeping up on you. |
Spot |
Notice a pit trap, a pickpocket, or a camouflaged predator. |
Track |
Follow footprints and tell what creatures made them, their numbers, their pace, their condition, and how recently they passed. |
Survival |
Start a fire, build a shelter, forage for food, avoid natural hazards, and tell which plants or mushrooms are safe to eat. |
Bluff |
Look harmless or look dangerous, act like you know what you’re doing, or make the outrageous sound plausible. |
Disguise |
Change your appearance with makeup, put on a fake accent, pretend to be an orc, or impersonate a specific individual. |
Handle Animal |
Rear an animal, teach a pet tricks, approach a wild horse without spooking it, keep raptors calm while you back away, discern a strange creature’s intentions, or stop your mount from panicking in the heat of combat. |
Parley |
Negotiate a favourable agreement, persuade others of your good faith, make hostile creatures stop fighting long enough to hear what you say, or convince your captors you are more use to them alive than dead. |
Sense Motive |
Read body language, tell when someone is bluffing, guess a person’s intentions, or notice when someone is under a mind-control spell. |
A lore check determines whether you happen to have read (and remembered) something about a given subject. In some cases, the referee may rule that a Lore check is not possible—in particular, if the subject would not be described in any book you could have read. You might be the first person who has lived to tell the tale!
Lore specialties. An expert is only truly an expert within her own field. To reflect this, the Lore skill has a number of specialties representing distinct fields of study. You can only make a Lore check about a topic related to one of your specialties. If the relationship is tenuous, a check may be allowed with disadvantage. The following specialties are available:
Animals
Architecture
Cosmology (the planes of existence)
Climate
History
Humanoid cultures
Magic
Nobility (including heraldry)
Plants and fungi
Religion (including gods and their cults)
Songs and legends
Choose another topic (with referee’s approval)
Gaining specialties. Whenever you reach an odd-numbered skill rank in Lore (1, 3, 5, etc.), you gain a new specialty of your choice. Certain classes also grant lore specialties. Additionally, every character is considered to have a specialty in lore directly related to his or her class or race.