Skills represent specialized areas of expertise and practice, whether climbing walls, studying history, or picking pockets.
Calculating Skills
Your skills are calculated based off your Ability Score Modifiers. The Ability Score Modifier that a skill uses are listed next to the skill. This modifier is the bonus applied to the 1d20 roll you make for that skill check.
Skill Proficiency
What does it mean to be proficient in a skill? It indicates extra time and effort to learn and practice that particular skill. When you are proficient in a skill, you add your Proficiency Score to that skill. Some actions that use skills you can attempt while not proficient with that skill but take disadvantage. Other actions you must be proficient in the skill to even attempt to use.
Important:
You can only be proficient in a number of skills equal to your Proficiency Score or Intelligence Modifier, whichever is higher.
Passive Skills
A Passive Perception is 10 + your Perception bonus, not including bonus dice. This represents your unconscious awareness at all times when you are not actively seeking something with your Perception. A Passive Perception becomes a DC for others to use as a marker for success or failure, where making equal to or higher than is a success.
In fact, all skills technically have this passive form, though some are not used often, if ever, such as Passive History. These are called Passive skill, such as Passive Athletics or Passive Insight. And, like Passive Perception, it is 10 + the skill bonus, not including extra dice.
When do you use Passive Skills and when do you roll the skill? There are various ideas and rules. The most practical is whoever is actively performing the action rolls and compares it to the passive skill of all others. Such as a creature is inflicting the Grabbed condition. While they are holding you, when it is your turn in the encounter, you are actively trying to remove the condition, thus it is your Acrobatics or Athletics against the creatures Passive Athletics.
The same applies to Perception and Stealth or Deception and Insight. If you are actively searching, you roll against Passive Stealth. But if you are actively sneaking, you roll against Passive Perception. If you are lying, it is a roll against Passive Insight. But if you do not trust what someone else is saying, it is a check against their Passive Deception.
That rule holds until both creatures are active. If you are actively lying to someone who distrusts you and is actively trying the roll Insight, you might increase the creature’s Passive Insight, inflict disadvantage to your roll, or just compare two rolls.
Taking 10 or 20
To Take 10 means you forgo a 1d20 roll and instead treat the check as if you had rolled a 10 on the 1d20. Some traits allow you to do this and in some situations the GM might decide it is reasonable. Similar to Taking 10, Taking 20 is treated as if you had rolled a 20. However, choosing to Take 20 can never grant you a critical success.
Armor Check Penalty
If a skill includes the Armor Check Penalty, namely Acrobatics, Athletics, Stealth, and Thievery, then it is impacted by restrictive movement from certain armor. Any check penalty that you have from your armor gets added into these skill checks. Then range from 0 down into the negative numbers, reducing your skill bonus.
Beyond the Skill Basics
For more about earning incomes or crafting with skills, see the page linked above.
Basic
Acrobatics
Dexterity, Armor Check Penalty Applies
Acrobatics represents one’s ability to balance, fly, and tumble. It has a focus on agility and dexterity actions and is highly useful for skill challenges or combat situations. In unique situations it might be used for performance or in replace of Athletic actions.
Action | Description | Time | Proficiency Required | Tags |
Balance | Move across narrow or slippery surfaces | Single or Free Action | No | move |
Escape | Escape the Grabbed condition | Single Action | No | – |
Flying | Fly in difficult conditions | Single Action | Disadvantage if not Proficient | move |
Tumble | Move through enemy’s space without Attacks of Opportunity | Single Action | Disadvantage if not Proficient | move |
Athletics
Strength, Armor Check Penalty Applies
Athletics represents one’s ability to climb, swim, and generally perform feats of strength. It is most often used during combat but is useful in skill challenges and mobility in various terrain. Like Acrobatics, it might, in a rare situation, be used in performances.
Action | Description | Time | Proficiency Required | Tags |
Break | Smash an item or structure | Single Action | No | – |
Break Grapple | End the Grabbed condition | Single Action | No | – |
Climb | Move vertically up a surface | Single Action | No | move |
Combat Maneuver | Disarm: Remove a weapon from an opponent | Double Action | No | – |
Grapple: Inflict the Grabbed condition on an opponent | ||||
Pull: Move an opponent forward | ||||
Shove: Move an opponent backwards | ||||
Trip: Inflict the Prone condition on an opponent | ||||
Jump | Jump horizontally or vertically | Single Action | No | move |
Swim | Move through water | Single Action | No | move |
Crafting
Intelligence
Crafting represents one’s ability to make or repair items. It is extremely useful in sustainable practices and manageable budgets since it allows for continuous use of weapons, armor, and other gear through repair. It also provides a reliable source of income to those willing to invest time and practice into their crafting skill.
Make sure to check the Crafting Rules.
Action | Description | Time | Proficiency Required | Tags |
Create | Make an item | Dependent | Disadvantage if not Proficient | concentrate, manipulate |
Repair | Fix an item with Dents or the Broken condition | Dependent | No | concentrate, manipulate |
Deception
Charisma
Deception represents one’s ability to lie and craft disguises. It is commonly used during role play encounters when trying to present a falsehood, but it can be used during combat to trick opponents.
Action | Description | Time | Proficiency Required | Tags |
Disguise | Create a disguise | 10 minutes | Disadvantage if not Proficient | – |
Feint | Gain advantage against an opponent | Single Action | Disadvantage if not Proficient | manipulate, move |
Lie | Deceive a creature | Single Action | No | – |
Diplomacy
Charisma
Diplomacy represents one’s ability to be polite and truthful. Like Deception, it is more frequently rolled during social encounters but only when a check is needed to change others’ opinions or to learn knowledge not willingly or easily gained.
Action | Description | Time | Proficiency Required | Tags |
Learn Information | Gather information from local population | Dependent | Disadvantage if not Proficient | – |
Social Interaction | Influence a creature’s attitude | Single Action | No | – |
Dungeoneering
Intelligence
Dungeoneering represents one’s ability to explore and survive in highly inhospitable environments, including cavern systems and the outer planes. It is also the catch-all for information concerning unusual creatures, plants, or adventuring knowledge.
Action | Description | Time | Proficiency Required | Tags |
Forage | Gather food and water in unusual environments | 1 hour | Disadvantage if not Proficient | concentrate, move |
Know Direction | Orient in unusual environments | Single Action | Disadvantage if not Proficient | concentrate |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
History
Intelligence
History represents one’s ability to recall and understand events of the past for the purpose of application to a present situation as well as understanding the connection from the past to the present for influencing future events.
Action | Description | Time | Proficiency Required | Tags |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Insight
Wisdom
Insight represents one’s ability to notice truth and make connections. This skill is particularly useful in social encounters for identifying lies or half-truths, but it can also be used for reflection on particular courses of actions and their potential impacts.
Action | Description | Time | Proficiency Required | Tags |
Discern Lies | Identify a lie | Reaction | No | – |
Divine | Gain understanding about an action, object, person, or place | Single Action | No | concentrate |
Intimidation
Charisma
Intimidation represents one’s ability to terrify others for the purpose of gaining information or cow an opponent. It is most commonly used in social interactions, particularly if there is a power imbalance or blustering, however it has equal application in combat to weakening opponents using their own fears.
Action | Description | Time | Proficiency Required | Tags |
Coerce | Force a creature to give up information | Triple Action | No | – |
Demoralize | Inflict the Frightened condition | Double Action | Disadvantage if not Proficient | – |
Lore
Intelligence
Lore represents one’s ability to recall and understand information about a particular subject. This is often used to represent or highlight experience or study with this subject. It can be used to remember useful knowledge or, in rare cases, as a substitute for other, related skill checks.
Unlike most other skills, Lore requires an entry as to what type of lore you specialize in. This can be anything agreed on between you and the GM, however the following list provides starting examples of Lore entries:
- Academia
- Accounting
- Architecture
- Art
- Artifacts
- City or Location (usually only one)
- Creature Tag (usually only one)
- Farming
- Fishing
- Fortune-Telling
- Games
- Genealogy
- Guild
- Heraldry
- Herbalism
- Hunting
- Laws
- Legends
- Midwifery
- Milling
- Mining
- Planes (usually only one)
- Sailing
- Scribing
- Solar System
- Stabling
- Tanning
- Terrain (usually only one)
- Theater
- Trading
- Warfare
Action | Description | Time | Proficiency Required | Tags |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Medicine
Wisdom
Medicine represents one’s ability to heal wounds and identify conditions. This is most useful when dealing with poisons, diseases, and conditions, both to identify and to treat them. However, it finds another use with recognizing types of wounds and cause of death in remains.
Action | Description | Time | Proficiency Required | Tags |
First Aid | Restore 1 Hit Point to a creature with the Dying condition | Single Action | No | manipulate |
Identify Wounds | Determine the causes of a wound | Double Action | No | concentrate |
Treat Disease | Provide a counteract against a disease | 10 minutes | Yes | concentrate, manipulate |
Treat Poison | Provide a counteract against a poison | 10 minutes | Yes | concentrate, manipulate |
Nature
Wisdom
Nature represents one’s ability to recall and understand information pertaining to the natural world. It is very useful when training or commanding domestic animals, riding mounts, and understanding the nature, including fauna and flora, geology, and weather.
Action | Description | Time | Proficiency Required | Tags |
Handle Animal | Command an animal | Single Action | Disadvantage if not Proficient | – |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Ride | Ride a mount | Single Action | No | – |
Train Animal | Teach an animal a new command | 24 hours | Yes | concentrate, manipulate, move |
Perception
Wisdom
Perception represents one’s ability to notice physical details. Its primary use is in searching a room, area, or physical object and is often used during skill challenges. It is also central to noticing hiding creatures.
Action | Description | Time | Proficiency Required | Tags |
Search | Search within an area | Single Action | No | concentrate |
Perform
Charisma
Performance represents one’s ability to entertain through performing arts. This can be used as income, inspiration, or a distraction among its many applications.
Unlike most other skills, Perform requires an entry as to what type of performance you specialize in. This can be anything agreed on between you and the GM, however the following list provides starting examples of Perform entries:
- Acting
- Comedy
- Dancing
- Keyboard Instruments
- Oratory
- Percussion Instruments
- Singing
- String Instruments
- Wind Instruments
Action | Description | Time | Proficiency Required | Tags |
Perform | Perform for an audience | Dependent | Disadvantage if not Proficient | concentrate |
Profession
Wisdom
Profession represents one’s ability with a certain job to generate income. While making a living is the most common application of this skill, it can also be used during skill challenges, applicable social situations, or combat, depending on the circumstances.
Unlike most other skills, Profession requires an entry as to what type of work you specialize in. This can be anything agreed on between you and the GM, however the following list provides starting examples of Profession entries:
- Accountant
- Actor
- Alchemist
- Architect
- Armorer
- Artist
- Assassin
- Bookbinder
- Bounty Hunter
- Captain
- Carpenter
- Cook
- Diplomat
- Doctor
- Farmer
- Farm Hand
- Fisherman
- Fortune-Teller
- Fur Trapper
- Gambler
- General
- Glassblower
- Guard
- Guide
- Guild Master
- Healer/Herbalist
- Herald
- Hunter
- Jeweler
- Judge
- Knight
- Lawyer
- Locksmith
- Mason
- Merchant
- Midwife
- Miller
- Miner
- Navigator
- Painter
- Pirate
- Potter
- Sailor
- Scholar
- Scout
- Scribe
- Sculptor
- Sheriff
- Shipwright
- Shoemaker
- Silversmith
- Singer
- Soldier
- Squire
- Stable Hand
- Tailor
- Tanner
- Trap Smith
- Weapon Smith
- Weaver
Action | Description | Time | Proficiency Required | Tags |
Expertise | Recall information pertaining to your profession | Single Action | Yes | – |
Work | Work a job for an income | 8 hours | No | concentrate, manipulate, move |
Religion
Wisdom
Religion represents one’s ability to recall and understand religious scriptures and creatures, such as those from certain outer planes. It can also be used to perform religious rituals.
Action | Description | Time | Proficiency Required | Tags |
Perform a Ritual | Conduct a religious rite | Dependent | Yes | concentrate |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Society
Intelligence
Society represents one’s ability to recall and understand information about society. This is also used for social interactions within various parts of society and is used for linguistics, writing, and living.
Action | Description | Time | Proficiency Required | Tags |
Forgery | Create a forged document or artwork | Dependent | Disadvantage if not Proficient | concentrate, manipulate |
Linguistics | Read or write in a foreign language or code | Triple Action | Yes | concentrate |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Rough Living | Survive on the streets | 24 hours | No | concentrate, move |
Stealth
Dexterity, Armor Check Penalty Applies
Stealth represents one’s ability to sneak undetected or conceal physical objects. It is most used during skill challenges but can also be quite useful during combat.
Action | Description | Time | Proficiency Required | Tags |
Conceal an Object | Hide a small item | Single Action | No | manipulate |
Hide/Sneak | Gain the Sensed condition | Single Action | No | move |
Survival
Wisdom
Survival represents one’s ability to forge and persist in inhospitable conditions beyond areas of dense habitation. This skill is most useful in skill challenges and helps with knowing direction, finding food, building shelter, tracking, or avoiding being tracked.
Action | Description | Time | Proficiency Required | Tags |
Build Shelter | Build a shelter in the wilderness | 1 hour | Disadvantage if not Proficient | manipulate, move |
Forage | Gather food and water in the wilderness | 1 hour | Disadvantage if not Proficient | concentrate, move |
Hide Tracks | Hide your tracks | Double Action | Disadvantage if not Proficient | move |
Know Direction | Orient in a wilderness | Single Action | Disadvantage if not Proficient | concentrate |
Track | Follow a trail | Dependent | Yes | concentrate, move |
Thievery
Dexterity, Armor Check Penalty Applies
Thievery represents one’s ability to pick locks and pockets. It is most commonly applied during skill challenges but can be useful in combat.
Action | Description | Time | Proficiency Required | Tags |
Disable | Turn a device on or off | Single Action | Yes | concentrate, manipulate |
Pick a Lock | Open a lock | Single Action | Disadvantage if not Proficient | concentrate, manipulate |
Steal | Take a small item | Single Action | No | manipulate |
Fantasy Extension
Arcana
Intelligence
Arcana represents one’s ability to recognize magic and understand how it works. It is extremely useful in identifying and learning spells, reading magical writing or writing about magic and remembering information pertaining to the subject.
Action | Description | Time | Proficiency Required | Tags |
Identify a Spell | Identify a spell | Single/Triple Action | Disadvantage if not Proficient | concentrate |
Learn a Spell | Learn a spell from a scroll, book, or another person | 10 minutes | Yes | concentrate |
Read Magic | Read about magic | Dependent | Yes | concentrate |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |
Steampunk Extension
Engineering
Intelligence
Engineering represents one’s ability to recognize and build engines and machines.
The following chapter provides a list of basic skills and their most common actions. Below is an example skill entry.
Action | Description | Time | Proficiency Required | Tags |
Build a Machine | Construct a machine or engine | Dependent | Disadvantage if not Proficient | manipulate |
Read Blueprints | Read blueprints | Dependent | Disadvantage if not Proficient | concentrate |
Recall Knowledge | Remember information about a creature, location, or idea | Single Action | No | concentrate |