sidebar_label: Skills sidebar_position: 1
How skills work
If you're untrained, you can roll the skill check for anything an untrained person would find challenging but possible. For example:
- Climbing a wall with ample handholds (Athletics)
- Walking across a 4 inch beam without falled (Acrobatics)
- Remaining unseen and unheard while hiding in a closet (Stealth)
Anything that absolutely requires training is simply not possible if untrained. For example:
- Dispel Magic (Spellcraft)
- Perform Surgery (Medicine)
- Play a Musical Instrument (Perform)
When you gain proficiency, you gain your Proficiency Bonus to all checks with the skill, as well as specific abilities specified in the skill description. Also, uses requiring proficiency become attainable.
When you gain expertise, you can "take 10" on the skill, meaning that anything you could reasonably accomplish with a roll of 10 does not require a roll and does not have a failure chance.
When you gain mastery, you gain advantage to all skill checks.
List of Skills
Strength
Athletics
Proficient:
- Charge
- Sprint
Expertise:
- Leaping Attack
Dexterity
Acrobatics
Proficient:
- Evasion
Expertise:
- Tumble
Mastery:
- Extended Reach
Sleight of Hand
Proficient:
- Pick pocket
Expertise:
Stealth
Proficient:
- Sneak Attack
Expertise:
- Vanish
Constitution
Fortitude
Intelligence
Security
Proficient:
- Pick lock
- Disarm trap
Expertise:
Spellcraft
Proficient:
- Detect Magic
- Dispel Magic
Expertise:
- Identify
- Counterspell
Wisdom
Concentration
Untrained:
- Cast a concentration spell and maintain it
Proficient:
- Maintain concentration when interrupted
Expertise:
- More than once concentration?
Perception
Proficient:
- Awareness (act in surprise rounds, wake up quickly)
Expertise:
- Blindsense
Mastery:
- Blindsight
Insight
Proficient:
- Detect Lies
Expertise:
- Detect Alignment
Medicine
Proficient:
- Stabilize
- Long-term Care
Expertise:
- First Aid (bandage: short-rest cooldown heal)
- Purge (cure disease/poison)