Kryx RPGThemesMonsters

Skills

A skill represents a specific aspect, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)

Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Perception check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add their proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for an Athletics check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, they just make a Strength check.

  • Acrobatics measures your flexibility, sure-footedness, and hand-eye coordination.
  • Alchemy measures your ability with chemicals.
  • Arcana measures your arcane ability and knowledge of the arcane.
  • Athletics measures your athletic ability.
  • Brawn measures your ability to perform physical feats of strength.
  • Coercion measures your ability to bend others to your will.
  • Deception measures your ability to deceive others through disguises, lies, and other forms of subterfuge.
  • Divinity measures your divine ability and knowledge of the divine.
  • Engineering measures your engineering ability and knowledge of engineering.
  • Insight measures your ability to detect falsehoods and true intentions.
  • Medicine measures your knowledge about how the body works and your ability to treat it.
  • Occult measures your occult ability and knowledge of the occult.
  • Perception measures your ability to sense.
  • Persuasion measures your ability to convince others.
  • Primal measures your ability the ability to tap into the natural energies that infuse the world.
  • Psionics measures your knowledge of psionics.
  • Skulduggery measures your ability to engage in covert or typically criminal activity such as disarming traps, picking locks, and pilfering pockets.
  • Stealth measures your ability to remain unnoticed.
  • Streetwise measures your ability to survive and thrive in rough and dangerous urban areas.
  • Wilderness measures your knowledge of the natural world and ability to survive in any wild location.

Secret Checks

Sometimes you won’t know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you’re searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player don’t know things that your character wouldn’t. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public.

How the result is handled is up to the GM. If a character fails a check to identify a potion by 4 or less, perhaps the result is “you’re unsure what potion that is”. If a character fails the check by 5 or more, perhaps the result is “you think this is a potion of healing” when in actuality it is a poison potion or some other potion.

Skills with Different Abilities

Normally, a skill applies only to ability checks using a single ability. Athletics, for example, usually uses Strength. In some situations, though, an ability might reasonably apply to a different use of a skill. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a different ability to a use of a skill. For example, if you have to swim from an offshore island to the mainland, your GM might call for an Athletics (Constitution) check to see if you have the stamina to make it that far. Similarly, when your half-orc warrior uses a display of raw strength to intimidate an enemy, your GM might ask for a Coercion check using Strength, even though Coercion is normally associated with Charisma. Wilderness is generally used with Wisdom, but if a character studied books about plants, a GM could allow the character to use its Intelligence, even though Wilderness is normally associated with Wisdom.

Passive Checks

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 4. For disadvantage, subtract 4.

For example, if a 1st-level character has a Wisdom of 2 and proficiency in Perception, they have a passive Perception of 14.

The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.

Working Together

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that they could attempt alone. For example, trying to open a lock requires proficiency with Skulduggery, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Nature check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Using Each Skill

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

Acrobatics (Dex)

Acrobatics measures your flexibility, sure-footedness, and hand-eye coordination.

Boost. If you have stamina dice and are capable with Acrobatics, you can expend 1 stamina die as a reaction, which you take when you make an Acrobatics check to gain a +2 bonus on the triggering ability check. You can use this before or after the ability check is made, but before any effects of the check are applied.

If you are proficient, you can expend 2 stamina dice as a reaction to roll the check with advantage before the ability check is made or 3 stamina dice to reroll the check after the check is made, but before any effects of the check are applied.

Balance. You can try 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.

Escape. You can try to escape from being grappled or restrained. As an action, you can make an Acrobatics check contested by the grappler’s Brawn check or a set DC for the restrained condition, escaping on a success.

Grab edge. If you are at least capable with Acrobatics, you can use your reaction, which you take when you fall over an edge, to try to grab the edge. On a success, you grab the edge, stopping your fall.

Soften fall. If you are at least capable with Acrobatics and you fall any distance, you can use your reaction to try to reduce the impact. Make an Acrobatics check and reduce the distance fallen equal to the result. You still end up prone if you take damage from the fall.

Squeeze. You can try to squeeze through a tight space that is too small for you to fit normally.

Tumble. If you are at least capable with Acrobatics, you can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As part of the movement, you make an Acrobatics check contested by the hostile creature’s Acrobatics check. On a success, you can move through the hostile creature’s space once this turn. On a failure, you land prone next to the creature.

Vehicles. You can try to control a boat, a cart, a wagon, or another vehicle.

Alchemy (Int)

Alchemy measures your ability with chemicals.

Recall knowledge. You can try to recall lore about alchemical symbols, alchemical theories, alchemical reactions, concoctions, and alchemical items.

Identify an alchemical concoction (secret). If you are at least capable with Alchemy, you can try to identify a concoction. As you spend 1 minute, you can identify a concoction in a formula book with a DC of 10 + the concoction’s catalyst cost.

Craft alchemical item, poison, or antivenom. If you are at least capable with Alchemy, you can try to craft an alchemical item, poison, or antivenom using Alchemist’s Supplies.

Identify herb, poison, or potion (secret). You can try to identify a herb, poison, or potion.

Arcana (Int)

Arcana measures your arcane ability and knowledge of the arcane.

Recall knowledge. You can try to recall lore about arcane symbols, arcane theories, magical traditions, arcane spells, magic items, the planes of existence and the inhabitants of those planes, and creatures of arcane power such as constructs animated with magic, dragons, and monstrosities.

Identify an arcane magic item. If you are at least capable with Arcana, you can try to identify an arcane magic item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any arcane spells are affecting the item and what they are. If the item was created by an arcane spell, you learn which spell created it.

If you fail, you cannot attempt to identify the item until a week has passed.

Identify an arcane spell (secret). If you are at least capable with Arcana, you can try to identify a spell from the Arcane power source. Make an Arcana check with a DC of 10 + double the spell’s effective mana to identify an ongoing spell from its effects or a spell in a spellbook. This check always uses the creature’s spellcasting ability.

As a reaction, which you take when you see a creature within 18 meters of you casting a spell, you can attempt to identify the spell. Pass or fail, you can attempt to counter the spell with counterspell without spending your reaction.

Disable magical trap. If you are at least capable with Arcana, you can try to disable a magical trap. If you fail by 4 or less, you don’t disable it, but can try again. If you fail to disable by 5 or more, the trap triggers.

Athletics (Str)

Alternate Abilities

  • Strength. something physically demanding
  • Constitution. physical exertion over an extended period of time or in a hostile environment like cold water

Athletics measures your athletic ability.

Boost. If you have stamina dice and are capable with Athletics, you can expend 1 stamina die as a reaction, which you take when you make an Athletics check to gain a +2 bonus on the triggering ability check. You can use this before or after the ability check is made, but before any effects of the check are applied.

If you are proficient, you can expend 2 stamina dice as a reaction to roll the check with advantage before the ability check is made or 3 stamina dice to reroll the check after the check is made, but before any effects of the check are applied.

Climb. You can try to climb over surfaces. This check can be especially difficult when climbing a slippery vertical surface, climbing a surface with few handholds, avoiding hazards while scaling a wall, or clinging to a surface while something is trying to knock you off.

Each foot of movement while climbing costs 30 extra centimeters (60 extra centimeters in difficult terrain), unless a creature has a climbing speed.

Jump. You can try to jump. You jump a distance of up to 30 centimeters × the check result or a height of up to 30 centimeters × a quarter of the check result if you move at least 3 meters on foot immediately before the jump. If you make a standing jump, you can leap only half the distance and height. If you want to jump a distance and height at a same time, work with your GM to determine how far you can move.

Each foot you clear on the jump costs 30 centimeters of movement.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

If you land in difficult terrain, you must succeed on a DC 10 Acrobatics check to land on your feet. Otherwise, you land prone.

Run. You can try to run for an extended period of time.

Swim. You can try to swim or stay afloat. This check can be especially difficult in treacherous currents, storm-tossed waves, areas of thick seaweed, or when another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Each foot of movement while swimming costs 30 extra centimeters (60 extra centimeters in difficult terrain), unless a creature has a swimming speed.

After each hour of swimming, a character must succeed on a DC 10 Fortitude saving throw or become exhausted 1. The DC increases by 2 for each hour of swimming. A creature that has a swimming speed—including a character with a ring of swimming or similar magic—can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook.

Swimming through deep water is similar to traveling at high altitudes, because of the water’s pressure and cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 30 meters counts as 2 hours for the purpose of determining if a creature becomes exhausted. Swimming for an hour at a depth greater than 60 meters counts as 4 hours. (DMG 116)

Brawn (Str)

Brawn measures your ability to perform physical feats of strength.

Boost. If you have stamina dice and are capable with Brawn, you can expend 1 stamina die as a reaction, which you take when you make a Brawn check to gain a +2 bonus on the triggering ability check. You can use this before or after the ability check is made, but before any effects of the check are applied.

If you are proficient, you can expend 2 stamina dice as a reaction to roll the check with advantage before the ability check is made or 3 stamina dice to reroll the check after the check is made, but before any effects of the check are applied.

Break free. You can try to break free from being grappled or restrained. As an action, you can make a Brawn check contested by the grappler’s Brawn check or a set DC for the restrained condition, breaking free on a success.

Forcibly open a door. You can try to forcibly open a stuck, locked, or barred door.

Grapple. You can try to grab a creature or wrestle with it. Use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack can replace one of them, and only one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Brawn check contested by the target’s Acrobatics or Brawn check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Hang on. You can try to hang on to a creature or vehicle such as a horse or a wagon while being dragged behind it.

Hold back. You can try to hold a door closed or keep a boulder from rolling.

Overrun. If you are at least capable with Brawn, you can try to force your way through a hostile creature’s space by overrunning the creature. As part of the movement, you make a Brawn check contested by the creature’s Brawn check. You have advantage on this check if you are larger than the creature, or disadvantage if you are smaller. If you succeed, you can move through the creature’s space once this turn. On a failure, you land prone next to the creature.

Push through. You can try to push through a tight space that is too small for you to fit normally. The space must be able to be moved to accommodate you.

Shove. You can try to shove a creature or an object. Use the Attack action to make a special melee attack. If you’re able to make multiple attacks with the Attack action, this attack can replace one of them, and only one of them.

A creature must be no more than one size larger than you, and it must be within your reach. You make a Brawn check opposed by a DC or contested by the target’s Acrobatics or Brawn check (the target chooses the ability to use). If you succeed, you either push it 1.5 meters away from you, or push it 1.5 meters to the side.

Trip. You can try to trip a creature. Use the Attack action to make a special melee attack. If you’re able to make multiple attacks with the Attack action, this attack can replace one of them, and only one of them.

A creature must be no more than one size larger than you, and it must be within your reach. You make a Brawn check opposed by a DC or contested by the target’s Acrobatics or Brawn check (the target chooses the ability to use). If you succeed, you knock the target prone.

Coercion (Cha)

Alternate Abilities

  • Strength. manipulate using hostile actions and physical violence
  • Intelligence. manipulate using logical arguments
  • Charisma. manipulate using veiled or overt threats

Coercion measures your ability to bend others to your will.

Intimidate. You can try to intimidate someone. Examples include trying to convincing street thugs to back down from a confrontation or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Interrogate (secret). You can try to pry information out of someone.

Deception (Cha)

Deception measures your ability to deceive others through disguises, lies, and other forms of subterfuge.

Diversion. You can try to create a diversion with a gesture, a trick, or some distracting words that draws creatures’ attention elsewhere.

Make a Deception check and compare it to each passive observer’s passive Insight. Whether you succeed or fail, creatures you attempt to affect have advantage against your subsequent attempts to Create a Diversion for 1 minute.

Impersonate (secret). If you are at least capable with Deception, you can try to disguise yourself to appear as someone or something you are not. Putting together a decent disguise takes 10 minutes and requires a Disguise Kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. You can also impersonate a creature’s voice or sounds.

To determine if a creature perceives through your impersonation make a Deception check and compare it to each passive observer’s passive Insight and passive Perception. If you’re disguised as a specific individual, the GM might give creatures you interact with advantage based on how well they know the person you’re imitating.

Lie (secret). Your can try to hide the truth, either verbally or through your actions. Make a Deception check and compare it to each passive observer’s passive Insight. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Divinity (Wis)

Divinity measures your divine ability and knowledge of the divine.

Recall knowledge. You can try to recall lore about divine symbols, deities, rites and prayers, religious hierarchies, divine spells, divine magic items, the practices of secret cults, and creatures of divine power such as celestials, fiends, and undead.

Identify a divine magic item. If you are at least capable with Divinity, you can try to identify a divine magic item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any divine spells are affecting the item and what they are. If the item was created by a divine spell, you learn which spell created it.

If you fail, you cannot attempt to identify the item until a week has passed.

Identify a divine spell (secret). If you are at least capable with Divinity, you can try to identify a spell from the Divine power source. Make a Divinity check with a DC of 10 + double the spell’s effective mana to identify an ongoing spell from its effects or a spell in a spellbook. This check always uses the creature’s spellcasting ability.

As a reaction, which you take when you see a creature within 18 meters of you casting a spell, you can attempt to identify the spell. Pass or fail, you can attempt to counter the spell with counterspell without spending your reaction.

Engineering (Int)

Engineering measures your engineering ability and knowledge of engineering.

Recall knowledge. You can try to recall lore about structural, mechanical, and potentially electrical engineering, and constructs. You can use this to determine the weakest point in a tunnel that could cause it to collapse or to understand how electronics work.

Craft. If you are at least capable with Engineering, you can try to craft armor, weapons, fortifications, or a vehicle such as a wagon given that you have the materials and time to build the item.

Identify a technological item (secret). If you are at least capable with Engineering, you can try to identify one technological item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

If you fail, you cannot attempt to identify the item until a week has passed.

Repair. If you are at least capable with Engineering, you can try to repair armor, weapons, fortifications, or a vehicle such as a wagon given that you have the materials and time to perform the repairs.

Sabotage. When you try to rig simple devices (such as saddles and wagon wheels) to function normally and break after some period of time (usually 1d4 rounds or minutes of use), make an Engineering check. You can leave no trace of your tampering, if you beat the DC by 5.

Insight (Wis)

Alternate Abilities

  • Intelligence. use logic, your memory, or deductive reasoning
  • Wisdom. use experience

Insight measures your ability to detect falsehoods and true intentions.

Discern intent (secret). You can try to determine the true intentions of a creature, such as reading body language, understanding someone’s feelings, searching out a lie, or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Intuition. You can try to instinctively understand where an object may have been hidden or what course of action to follow.

Medicine (Wis)

Alternate Abilities

  • Intelligence. use academic knowledge
  • Wisdom. use experience

Medicine measures your knowledge about how the body works and your ability to treat it.

Recall knowledge. You can try to recall lore about diseases, poisons, wounds, and forensics.

Diagnose illness (secret). If you are at least capable with Medicine, you can try to diagnose an illness.

Determine cause of death (secret). If you are at least capable with Medicine, you can spend at least 1 minute examining a body to try to determine a cause of death. If you spend an hour to perform a full autopsy you have advantage on this check.

Stabilize. You can try to administer first aid to a dying creature and attempt to stabilize it, which requires a successful DC 15 Medicine check. Expending a Healer’s Kit or Bloodblock provides advantage on this check.

Treat disease. If you are at least capable with Medicine, you can expend a Healer’s Kit use to spend at least 8 hours caring for a diseased creature, helping it fight of a malady. The creature has advantage on their next Fortitude saving throws against disease within that 8 hours.

Treat poison. If you are at least capable with Medicine, you can expend a Healer’s Kit use to spend at least 10 minutes to try to prevent the spread of poison. The creature has advantage on their next Fortitude saving throws against poison within 1 hour.

Treat wounds. If you are at least capable with Medicine, you can expend a Healer’s Kit use to spend at least 10 minutes treating the wounds of a creature during a rest. If the creature regains health at the end of the rest, it regains additional health equal to its level.

Occult (Int)

Occult measures your occult ability and knowledge of the occult.

Recall knowledge. You can try to recall lore about ancient philosophies, esoteric lore, obscure mysticism, eldritch symbols, cursed items, and supernatural creatures such as aberrations, oozes, and other supernatural creatures.

Identify an occult magic item or a cursed item. If you are at least capable with Occult, you can try to identify an occult magic item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any occult spells are affecting the item and what they are. If the item was created by an occult spell, you learn which spell created it.

If you fail, you cannot attempt to identify the item until a week has passed.

Identify an occult spell (secret). If you are at least capable with Occult, you can try to identify a spell from the Occult power source. Make an Occult check with a DC of 10 + double the spell’s effective mana to identify an ongoing spell from its effects or a spell in a spellbook. This check always uses the creature’s spellcasting ability.

As a reaction, which you take when you see a creature within 18 meters of you casting a spell, you can attempt to identify the spell. Pass or fail, you can attempt to counter the spell with counterspell without spending your reaction.

Perception (Wis)

Perception measures your ability to sense.

Notice creatures and details. You can try to spot, hear, or otherwise detect the presence of something. Perception measures your general awareness of your surroundings and the keenness of your senses.

For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, candlelight under a closed secret door, or whether a seemingly dead or living creature is undead.

Search (secret). You can try to look around for hidden details, creatures, or objects or scour through ancient scrolls in search of a hidden fragment of knowledge.

A creature can search a small area as a bonus action or a large area as an action. For example a creature might be able to search for a hidden creature or object “by the trees over there” as a bonus action or search a medium sized room as an action.

Persuasion (Cha)

Alternate Abilities

  • Intelligence. influence using logical arguments
  • Charisma. influence using tact, social graces, and good nature

Persuasion measures your ability to convince others.

Persuade. You can try to influence someone or a group of people, the GM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, and exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Primal (Wis)

Alternate Abilities

  • Intelligence. use academic knowledge
  • Wisdom. use experience

Primal measures your ability the ability to tap into the natural energies that infuse the world.

Recall knowledge. You can try to recall lore about ancient symbols, primal spells, primal magic items, and primal creatures such as elementals and fey.

Identify a primal magic item. If you are at least capable with Primal, you can try to identify a primal magic item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any primal spells are affecting the item and what they are. If the item was created by a primal spell, you learn which spell created it.

If you fail, you cannot attempt to identify the item until a week has passed.

Identify a primal spell (secret). If you are at least capable with Primal, you can try to identify a spell from the Primal power source. Make a Primal check with a DC of 10 + double the spell’s effective mana to identify an ongoing spell from its effects or a spell in a spellbook. This check always uses the creature’s spellcasting ability.

As a reaction, which you take when you see a creature within 18 meters of you casting a spell, you can attempt to identify the spell. Pass or fail, you can attempt to counter the spell with counterspell without spending your reaction.

Psionics (Int)

Psionics measures your knowledge of psionics.

Recall knowledge. You can try to recall lore about psychic symbols, ancient mysteries, psionic traditions, psionic spells, psionic magic items, and psionic creatures.

Identify a psionic magic item. If you are at least capable with Psionics, you can try to identify a psionic magic item that is not a legendary item, sentient item, or artifact by examining it during a short or long rest.

If you succeed, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any psionic spells are affecting the item and what they are. If the item was created by a psionic spell, you learn which spell created it.

If you fail, you cannot attempt to identify the item until a week has passed.

Identify a psionic spell (secret). If you are at least capable with Psionics, you can try to identify a spell from the Psionic power source. Make a Psionics check with a DC of 10 + double the spell’s effective mana to identify an ongoing spell from its effects or a spell in a spellbook. This check always uses the creature’s spellcasting ability.

As a reaction, which you take when you see a creature within 18 meters of you casting a spell, you can attempt to identify the spell. Pass or fail, you can attempt to counter the spell with counterspell without spending your reaction.

Skulduggery (Dex)

Alternate Abilities

  • Dexterity. manipulate a lock, rope, trap, or device requiring fine manipulation
  • Intelligence. understand how a lock, trap, or device works

Skulduggery measures your ability to engage in covert or typically criminal activity such as disarming traps, picking locks, and pilfering pockets.

Boost. If you have stamina dice and are capable with Skulduggery, you can expend 1 stamina die as a reaction, which you take when you make a Skulduggery check to gain a +2 bonus on the triggering ability check. You can use this before or after the ability check is made, but before any effects of the check are applied.

If you are proficient, you can expend 2 stamina dice as a reaction to roll the check with advantage before the ability check is made or 3 stamina dice to reroll the check after the check is made, but before any effects of the check are applied.

Arm a trap or device. You can try to arm a trap or device. If you fail the check by 5 or more, the device triggers.

Create a forgery (secret). If you are at least capable with Skulduggery, you can create or detect forgery. You must have a Forgery Kit and the proper writing materials to create a forgery. If the handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before. To forge a signature, you need an autograph of that person to copy. You need a larger handwriting sample to forge a longer document in that person’s script. The examiner attempts an opposed Perception check.

Disable a trap or device. You can try to disable a trap or device. If you fail the check by 4 or less, you don’t disable it, but can try again. If you fail to disable a device by 5 or more, the device triggers. You can leave no trace of your tampering, if you beat the DC by 5. If you do not have a set of Trap Disarming Tools, you must use an improvised tool and have disadvantage on the check, causing it to take twice as long.

Open a lock. You can try to open a lock. If you fail the check by 4 or less, you don’t open it, but can try again. If you fail by 5 or more, the lock breaks. You can leave no trace of your tampering, if you beat the DC by 5. If you do not have a set of Lock Picks you must use an improvised tool and have disadvantage on the check, causing it to take twice as long.

Pilfer or plant an object. You can try to pilfer an object from a creature or plant an object on them. Make a Skulduggery check and compare it to each passive observer’s passive Perception. On a failure, a target notices your attempt regardless of whether you got the item.

You automatically fail to pilfer or plant an object if the creature is in combat or on guard and aware of your presence.

Secure a prisoner. You can try to securely tie up a prisoner.

Stealth (Dex)

Alternate Abilities

  • Dexterity. avoid being noticed through subtlety
  • Charisma. avoid being noticed by acting like you belong

Stealth measures your ability to remain unnoticed.

Boost. If you have stamina dice and are capable with Stealth, you can expend 1 stamina die as a reaction, which you take when you make a Stealth check to gain a +2 bonus on the triggering ability check. You can use this before or after the ability check is made, but before any effects of the check are applied.

If you are proficient, you can expend 2 stamina dice as a reaction to roll the check with advantage before the ability check is made or 3 stamina dice to reroll the check after the check is made, but before any effects of the check are applied.

Hiding

The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Stealth check. Until you are discovered or you stop hiding, that check’s total is contested by the Perception check of any creature that actively searches for signs of your presence.

You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Avoid being noticed (secret). You can try to conceal yourself from enemies, slink past guards, slip away without being noticed, blend into a crowd, or sneak up on someone without being seen or heard. Make a Stealth check and compare it to each passive observer’s passive Perception. Once you make your check to avoid being noticed, that same result is used no matter how many passive observers you try to sneak past. If a creature is specifically searching you for you, it can attempt a Perception check against your Stealth result (finding you on success).

Conceal an object (secret). You can try to hide a small object, such as a light weapon, on your person. When you try to sneak a concealed object past someone who might notice it, make a Stealth check and compare it to each passive observer’s passive Perception. Once you make your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth result (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture.

Streetwise (Cha)

Alternate Abilities

  • Intelligence. gather information or learn local history through reading books
  • Charisma. gather information or learn local history through talking to people

Streetwise measures your ability to survive and thrive in rough and dangerous urban areas.

Recall knowledge. You can try to recall lore about local legends, legendary people, personalities, inhabitants, laws, customs, traditions, historical events, ancient kingdoms, past disputes, recent wars, lost civilizations, and humanoid creatures.

Gather information (secret). You can try to find out what’s going on, who the movers and shakers are, where to get what you need, which locations to avoid after dark, where to go to obtain illicit drugs and services, and where not to go while in a settlement—a village, a town, or a city.

Locate a fence. You can try to look for a merchant who sells black-market good or illegal services.

Track and hunt. You can try to follow tracks and hunt in an urban environment.

Understand slang (secret). You can try to understand an unfamiliar dialect or language.

Wilderness (Wis)

Wilderness measures your knowledge of the natural world and ability to survive in any wild location.

Recall knowledge. You can try to recall lore about fauna, flora, geography, weather, the environment, creatures of natural origin such as beasts, giants, and plants.

Determine cardinal direction (secret). You can try to determine which direction you’re heading to lead your group the right way or to avoid getting lost at sea.

Estimate the time of day or season of the year (secret). You can try to estimate the time of day or season of the year using the sun, plants, animals, stars, or other tools at your disposal.

Avoid natural hazards. You can try to guide your group through frozen wastelands, areas of quicksand, or other natural hazards. See the “Wilderness Hazards” section of Adventuring for more details.

Handle animal. You can try to calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions.

Identify a plant or herb (secret). You can try to identify a plant or herb.

Predict the weather (secret). You can try to predict the weather using the sun and clouds in the sky.

Food and water availabilityDC
Abundant food and water sources10
Limited food and water sources15
Very little, if any, food and water sources20

Forage for food and water. You can gather food and water as you travel at a normal or slow pace. The DC is determined by the abundance of food and water in the region. See the “Foraging” section of Adventuring for more details.

Track and hunt. You can try to follow tracks and hunt in the wilderness. You might identify signs that owlbears live nearby or track a heard of prey.

Monster Knowledge Checks

You can use certain skills to identify monsters and their special powers or vulnerabilities. Use the table below to see how much you learn about a creature.

Monster KnowledgeDC
Creature type5 + half of its CR (rounded down)
Common name10 + half of its CR (rounded down)
Notable traits and actions15 + half of its CR (rounded down)
Resistances and vulnerabilities20 + half of its CR (rounded down)
SkillCreature Types
Arcanaconstructs animated with magic, dragons, and monstrosities
Divinitycelestials, fiends, and undead
Engineeringconstructs
Occultaberrations, oozes, and supernatural creatures
Primalelementals and fey
Psionicspsionic creatures
Streetwisehumanoids
Wildernessbeasts, giants, and plants