Skills

The basic mechanics of skill checks are unchanged from third edition – roll a d20, add your skill modifier, and see if the result exceeds the check DC.

The primary change to skills themselves is that they have been condensed. After all, who would want to take hide and not sneak? Or listen and not spot? What follows is a description of the skills, and what kind of actions you can take with them.

Acrobatics (Dexterity)

Armor Check Penalty

Acrobatics combines Balance, Escape Artist, and Tumble

You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.

Arcana (Intelligence)

Arcana combines Knowledge: Arcana and Spellcraft

You have picked up knowledge about magic-related lore and magic effects. This knowledge extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell.

If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby. Also, those trained in the skill have a chance to know something about the mysterious Far Realm (but not about its creatures, which fall under Dungeoneering).

Athletics (Strength)

Armor Check Penalty

Athletics combines Climb, Jump, and Swim

Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.

Bluff (Charisma)

Bluff combines Bluff and Forgery

You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.

Diplomacy (Charisma)

You can influence others with your tact, subtlety, and social grace. Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.

Dungeoneering (Wisdom)

Dungeoneering combines several knowledge skills, as well as survival, at least as applied to underground environments

You have picked up knowledge and skills related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing dungeon hazards, and foraging for food in the Underdark.

If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field. Also, those trained in the skill can identify creatures of the Far Realm that lair and hunt in dungeons and underground settings.

Endurance (Constitution)

Armor Check Penalty

Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods.

Heal (Wisdom)

You know how to help someone recover from wounds or debilitating conditions, including disease.

History (Intelligence)

You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This includes information pertaining to royalty and other leaders, wars, legends, significant personalities, laws, customs, traditions, and memorable events.

If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field.

Insight (Wisdom)

Basically, just Sense Motive renamed

You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being.

Intimidate (Charisma)

Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion.

Nature (Wisdom)

Nature combines Handle Animal, Knowledge: Nature, and Survival

You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.

If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field.

Perception (Wisdom)

Perception combines Listen, Search, and Spot

Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.

Religion (Intelligence)

You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. This knowledge extends to information about the undead and the Astral Sea, including the creatures of that plane.

If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field.

Stealth (Dexterity)

Armor Check Penalty

Stealth combines Hide and Move Silently

Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.

Streetwise (Charisma)

Basically, just Gather Information renamed

When in a settlement—a village, a town, or a city— make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.

Thievery (Dexterity)

Armor Check Penalty

Thievery combines Disable Device, Open Lock, and Sleight of Hand

You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.

The DM might decide that some uses of this skill are so specialized that you are required to be trained in it to have a chance of succeeding.

Skills

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