Faerun
Faerun

Faerun

The forgotten Realm

One D&D 2024A world by Unknown GM
OverviewNPCsFactionsSpeciesTimelineMapsRules
Faerun
OverviewNPCsFactionsSpeciesTimelineMapsRules
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Skills

One D&D 2024 · 18 entries

Quick TablesConditionsActionsSkillsClassesAncestriesSpeciesSubracesBackgroundsFeatsSpellsWeaponsArmorRulesPlaybooksAssetsOracle Tables
18 entries
SkillAbilityDescription
AcrobaticsDexterityDexterity (Acrobatics) covers attempts to stay on your feet in tricky situations and to perform acrobatic stunts — running across ice, balancing on a tightrope, staying upright on a rocking deck, or executing dives, rolls, somersaults, and flips.
Animal HandlingWisdomWisdom (Animal Handling) is called for when calming a domesticated animal, keeping a mount from getting spooked, intuiting an animal's intentions, or controlling your mount when you attempt a risky maneuver.
ArcanaIntelligenceIntelligence (Arcana) measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
AthleticsStrengthStrength (Athletics) covers difficult physical situations: climbing a sheer or slippery cliff face, jumping unusually long distances, and swimming or staying afloat in treacherous currents.
DeceptionCharismaCharisma (Deception) determines whether you can convincingly hide the truth, through ambiguity, misdirection, or outright lies. Typical situations: fast-talking a guard, conning a merchant, passing yourself off in a disguise, or maintaining a straight face while telling a blatant lie.
HistoryIntelligenceIntelligence (History) measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
InsightWisdomWisdom (Insight) decides whether you can determine the true intentions of a creature — searching out a lie or predicting someone's next move by gleaning clues from body language, speech habits, and changes in mannerisms.
IntimidationCharismaCharisma (Intimidation) is used when you attempt to influence someone through overt threats, hostile actions, and physical violence — prying information from a prisoner, convincing thugs to back down, or using menace to force a reconsideration.
InvestigationIntelligenceIntelligence (Investigation) is used when you look around for clues and make deductions based on them — deducing the location of a hidden object, discerning what weapon dealt a wound, or finding the weakest point in a structure.
MedicineWisdomWisdom (Medicine) lets you try to stabilize a dying creature (DC 10) or diagnose an illness.
NatureIntelligenceIntelligence (Nature) measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
PerceptionWisdomWisdom (Perception) lets you spot, hear, or otherwise detect the presence of something. Your passive Perception score is 10 + your Wisdom (Perception) modifier.
PerformanceCharismaCharisma (Performance) determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
PersuasionCharismaCharisma (Persuasion) is used when you attempt to influence someone with tact, social graces, or good nature. In D&D 2024, social influence during encounters uses the Influence action.
ReligionIntelligenceIntelligence (Religion) measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Sleight of HandDexterityDexterity (Sleight of Hand) covers acts of legerdemain and manual trickery — planting something on someone, concealing an object on your person, lifting a coin purse, or slipping something out of another's pocket.
StealthDexterityDexterity (Stealth) is called for 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.
SurvivalWisdomWisdom (Survival) is called for to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs of nearby creatures, predict the weather, or avoid quicksand and other natural hazards.

© Faerun · Unknown GM

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