Little MERMAID
L

Little MERMAID

D&D 5eA world by Unknown GM
OverviewRules
L
Little MERMAID
OverviewRules
🎯

Skills

D&D 5e · 18 entries

Quick TablesConditionsActionsSkillsClassesAncestriesSpeciesSubracesBackgroundsFeatsSpellsWeaponsArmorRulesPlaybooksAssetsOracle Tables
18 entries
SkillAbilityDescription
AcrobaticsDexterityYour Dexterity (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 call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Animal HandlingWisdomWhen 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) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
ArcanaIntelligenceYour 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.
AthleticsStrengthYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
DeceptionCharismaYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. Typical situations include trying to fast-talk a guard, con a merchant, pass yourself off in a disguise, or maintain a straight face while telling a blatant lie.
HistoryIntelligenceYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
InsightWisdomYour Wisdom (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 changes in mannerisms.
IntimidationCharismaWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check.
InvestigationIntelligenceWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern what kind of weapon dealt a wound, or find the weakest point in a tunnel.
MedicineWisdomA Wisdom (Medicine) check lets you try to stabilize a dying companion (DC 10) or diagnose an illness.
NatureIntelligenceYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
PerceptionWisdomYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
PerformanceCharismaYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
PersuasionCharismaWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check.
ReligionIntelligenceYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Sleight of HandDexterityWhenever 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) check.
StealthDexterityMake a Dexterity (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.
SurvivalWisdomThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

© Little MERMAID · Unknown GM

Built with Skryrún — Your world revealed