D&D5e: Skill & Tool Use

DIFFICULTY CLASSES

* Very easy … DC 5
* Easy … 10
* Medium … 15
* Hard … 20
* Very Hard … 25
* Nearly Impossible … 30


STRENGTH (GENERAL)

* 9 or less … No damage.
* 10 to 14 … Break down a simple door (interior door to room).
* 15 to 19 … Break down a strong door (exterior door, dungeon door). Burst a rope.
* 20 to 24 … Break down a barred door. Smash open a treasure chest. Bend iron bars. Lift a portcullis. Burst a chain.
* 25 to 29 … Break down an iron door. Break through a wooden wall (less than a foot thick).
* 30 or more … Break through a stone wall (less than 6 inches thick).

STRENGTH (ATHLETICS)

Typically measures how well you climb, jump or swim with a check made as an action or part of move action. Failure suggests trouble while climbing or swimming, typically doubling the time required due to frequent stops to adjust effort.

* 1 or less … Feeble. Hands and feet totally slip free. Water gets in lungs. Big trouble.
* 2 to 4 … Terrible. Twist badly in climb or jump. Swallow water. Possible trouble.
* 5 to 9 … Poor. Climb with knotted rope. Float in calm water but make no movement progress.
* 10 to 14 … Fair. Climb very rough surfaces (steep cliff). Swim in calm water.
* 15 to 19 … Good. Climb unknotted rope. Swim in rough water.
* 20 to 24 … Excellent. Climb rough surface (dungeon wall). Swim in stormy water. Break free from manacles as an action during a turn.
* 25 to 29 … Great. Climb natural rock wall, brick wall, or overhang lacking footholds. Swim in river rapids.
* 30 or more … Amazing. Climb or swim without any reduced speed.

DEXTERITY

DEXTERITY (ACROBATICS)

Typically one action and one check needed per instance.

* 1 or less … Feeble. Fall prone so hard to take minor damage.
* 2 to 4 … Terrible. Fall prone, drop everything.
* 5 to 9 … Poor. Struggle to hold balance, stop movement or else fall prone.
* 10 to 14 … Fair. Balance on surfaces more than 6 inches wide. Awkward but pull off the move or stunt as intended.
* 15 to 19 … Good. Balance on surfaces 2 to 6 inches wide. Flexible, graceful, stick landing with confidence.
* 20 to 24 … Excellent. Balance on surfaces less than 2 inches wide. Escape from manacles as an action during a turn.
* 25 to 29 … Great. Act so swiftly you do not suffer movement penalties for the stunt.
* 30 or more … Amazing. Escape from manacles instantly and still have time to take an action.

DEXTERITY (SLEIGHT OF HAND) (aka Pick Pockets)

* 1 or less … Feeble. You drop what you tried to palm, or get caught with hand in target’s pocket.
* 2 to 4 … Terrible. Your awkward fumbled attempt is easily noticed.
* 5 to 9 … Poor. You cannot manage to get a grasp on object but your attempt goes unnoticed.
* 10 to 14 … Fair. Common people fail to notice your move, but alert observers (passive Perception 15 or more) catch the palm or lift.
* 15 to 19 … Good. As above, but very sharp people (passive Perception 20 or more) can your move.
* 20 to 29 … Excellent. You move so swiftly you do not suffer movement penalties for the attempt.
* 30 or more … Amazing. You palm the object instantly and still have time to take another action.

DEXTERITY (STEALTH) (aka Hide In Shadows and/or Move Silently)

* 1 or less … Feeble. Stub toe and cry out in pain. Drop something that makes a loud noise.
* 2 to 4 … Terrible. Everyone notices you.
* 5 to 9 … Poor. Freeze in place for a turn or else immediately draw attention to yourself.
* 10 to 14 … Fair. Common people fail to notice you.
* 15 to 19 … Good. Alert guards on watch fail to notice you.
* 20 to 24 … Excellent. Guard animals with scent fail to notice you.
* 25 to 29 … Great. Act so swiftly you do not suffer movement penalties for stealth.
* 30 or more … Amazing. You blend flawlessly into your surroundings.

DEXTERITY (THIEVES TOOLS) (aka thievery, open locks, lockpicking)

Unlike most skills, this one is strictly pass/fail based on the difficulty of the lock. It requires an action to work on opening a lock. Proficiency in tools should be required to even attempt this action.

* DC 15 … simple lock, common lockbox or padlock
* DC 20 … better lock, treasure chest
* DC 25 … superior lock, complex treasure chest
* DC 30 … vault door

Roll is less than minimum DC for the lock…
* 4 or less … Break tool off in part of lock; suffer Disadvantage on further checks until tools repaired/replaced.
* 5 to 9 … Work lock, doesn’t open.
* 10 to 14 … Realize obvious lock is false, cannot find secret real lock.
* 15 to 19 … Avoid false lock, find real lock but cannot get it to open.
* 20 or more … Find and open hidden lock, but discover secondary lock box inside.

Roll is equal to or higher than DC for the lock…
* 9 or less … Lock corroded or previously broken, easily opened.
* 10 to 14 … Waste time working false lock, then find and open hidden lock.
* 15 to 19 … Quickly find and open hidden lock, no inner lock box.
* 20 or less … Quickly find and open both outside hidden lock and inner lock box.

NOTE ABOUT TREASURE CHESTS
Not simply cargo containers like strong travel trunks or fancy crates, but built with one of more special features specifically designed to foil thieves:
* being wholly banded in metal, reinforced against being pried open
* being bolted to the floor to avoid being moved
* have multiple locks (requiring all key holders to be present for opening)
* have obvious but false locks meant to confuse would-be thieves
* hide actual locks under false plates on the top or side of chest
* add additional lock boxes inside to further protect smaller, more valuable treasure

INTELLIGENCE (GENERAL)

* 1 or less … Gross error. False clue given as truth.
* 2 to 9 … Unknown. Nothing of importance learned.
* 10 to 14 … One useful clue learned.
* 15 to 19 … Two clues learned.
* 20 to 24 … Three clues learned.
* 25 to 29 … Four clues learned.
* 30 or more … Five clues learned.

INTELLIGENCE (ARCANA)

Recognizing spells as they are cast or knowing about magical creatures are instant free checks, no action required. Studying magical items typically takes an hour, which can also count as short rest.

* 1 or less … Gross error. Unleash a hostile spirit into the world.
* 2 to 4 … Unknown. Magical nature cannot be observed or measured.
* 5 to 9 … Unclear. Sense if strong magic is tied to an object but not its power, nature or duration.
* 10 to 14 … Basic lore. Identify spells of 3rd level or less when being cast by another. Spend an hour to recognize common magical items.
* 15 to 19 … Advanced lore. Identify spells of 5th level or less when being cast by another. Spend an hour to recognize an uncommon magical item’s purpose. Versus dragons, elementals, monstrosities or fey, recognize specific names and types when seen.
* 20 to 24 … Expert lore. Identify spells of 7th level or less when being cast by another. Spend an hour to recognize a rare magical item’s purpose. Versus dragons, elementals, monstrosities or fey, know abilities and powers.
* 25 to 29 … Master lore. Identify spells of 9th level or less when being cast by another. Spend an hour to recognize an very rare magical item’s purpose. Versus dragons, elementals, monstrosities or fey, know weaknesses and vulnerabilities.
* 30 or more … Sage lore. Spend an hour to recognize an artifact’s or legendary magical item’s purpose.

Modifiers…
* Advantage … Taking twice the usual time to do a search. Doing research at superior library in major city or college.

INTELLIGENCE (HISTORY)

* 1 or less … Gross error. Accept a rumor, fable or superstition as factual truth.
* 2 to 4 … Unknown. Fail to recognize any facts of importance.
* 5 to 9 … Unclear. Information sounds familiar but cannot recall useful knowledge.
* 10 to 14 … Basic lore. Years of commonly known information known.
* 15 to 19 … Advanced lore. Decades of specific names, types, relationships known.
* 20 to 24 … Expert lore. Centuries of current and past abilities, powers, functions known.
* 25 to 29 … Master lore. Hidden weaknesses, scandals, vulnerabilities known.
* 30 or more … Sage lore. All that is knowable is understood.

Modifiers…
* Advantage … Taking twice the usual time to do a search. Doing research at superior library in major city or college.

INTELLIGENCE (INVESTIGATION)

* 1 or less … Clumsy mishap. Re-lock chests or doors. Destroy a clue.
* 2 to 4 … Find nothing of importance.
* 5 to 9 … Find only partially hidden items (in drawers, on bookshelves) or commonly known information.
* 10 to 14 … Search a chest and find the most valuable items first. Research finds an answer in a week.
* 15 to 19 … Notice concealed doors behind tapestries, trapdoors under rugs. Research finds an answer in a day.
* 20 to 24 … Notice a mechanical secret door or hidden trap trigger. Research finds an answer in an hour.
* 25 to 29 … Notice a magical secret door or hidden trap trigger. Research finds answer and reveals ancient information.
* 30 or more … Research discovers a long-lost secret of great importance or exact to your current problem.

Modifiers…
* Advantage … Taking twice the usual time to do a search. Doing research at superior library in major city or college.
* Disadvantage … Rushing a search, or attempting it while distracted (under fire). Research without access to a library.

INTELLIGENCE (NATURE)

* 1 or less … Gross error. Suffer injury falling on broken terrain or a natural hazard.
* 2 to 4 … Unknown. No clear information learned.
* 5 to 9 … Unclear. Notice out-of-place animals or plants, but nothing else.
* 10 to 14 … Basic lore. Recognize common animals and plants, pure water and types of minerals.
* 15 to 19 … Advanced lore. Recognize an uncommon animal or plant, including its specific names and type.
* 20 to 24 … Expert lore. Recognize a rare animal or plant, as well as its abilities and powers.
* 25 to 29 … Master lore. Recognize a very rare animal or plant, as well as its weaknesses and vulnerabilities.
* 30 or more … Sage lore. Know a specific wild animals’ stats upon seeing it.

INTELLIGENCE (RELIGION)

* 1 or less … Blasphemy. Do or say something offensive to the deities.
* 2 to 9 … Recognize a common holy symbol but little else.
* 10 to 14 … Recognize and mimic commonly known rituals and myths (holiday services).
* 15 to 19 … Recognize art made in the past 100 years. Know rare rituals and holy texts. Versus celestials, fiends or undead, recognize specific names and types when seen.
* 20 to 24 … Recognize centuries-old art. Know names and locations most powerful clerics. Versus celestials, fiends or undead, know abilities and powers.
* 25 to 29 … Recognize ancient art. Versus celestials, fiends or undead, know weaknesses and vulnerabilities.
* 30 or more … Know holy secrets such as hidden locations of most sacred relics.

WISDOM

WISDOM (ANIMAL HANDLING)

* 1 or less … Frighten or injure animal, turning it hostile toward you.
* 2 to 4 … Unsure, lacking connection to the creature.
* 5 to 9 … Correctly read the emotional state of a domestic animal (happy, hungry, angry, afraid).
* 10 to 14 … Correctly read the emotional state of a common wild animal.
* 15 to 19 … Calm or control an upset domestic animal. Teach a simple trick (come, fetch, heel) in a week.
* 20 to 24 … Calm or influence an upset wild animal. Teach a complicated trick (attack, track, guard) in a week.
* 25 to 29 … Communicate a simple thought (food here, go there) to a wild animal.
* 30 or more … Convince a wild animal you are an ally (or at least neither rival nor food).

Modifiers
* Disadvantage … Attempting skill on wounded beast.

WISDOM (INSIGHT)

* 1 or less … Oblivious, blind to anything but your immediate desires.
* 2 to 4 … Careless. You are focused more on yourself than others.
* 5 to 9 … Distracted. You may be listening but you’re not hearing.
* 10 to 14 … Attentive. Sense a person’s immediate motives and attitudes. Learn a character’s personality trait.
* 15 to 19 … Observant. Sense a character’s ideal, alignment. Sense character’s homeland and social class of birth.
* 20 to 24 … Keen, sharp. Sense a character’s flaw and bond.
* 25 to 29 … Greatly discerning. Sense outside influences on a person, such as charms or mind control.
* 30 or more … Amazing. Sense nature and identity of outside influence affecting a person.

WISDOM (MEDICINE)

* 1 or less … Disastrous. Cause one hit dice worth of damage while trying to treat a creature.
* 2 to 4 … Careless. Aid actually weakens creature, causing disadvantage on next Constitution saving throw against disease.
* 5 to 9 … Distracted. Unable to effectively help a suffering creature.
* 10 to 14 … Attentive. Stabilize a creature at 0 hit points.
* 15 to 19 … Observant. Identify a poison from a sample or the poison’s symptoms affecting a creature. Use 10 minutes to diagnose a disease or madness affecting a creature.
* 20 to 24 … Keen, sharp. As an action, observe and assess how many hit points a creature has left. Treat a creature to grant advantage on next Constitution saving throw against a disease.
* 25 to 29 … Greatly discerning. As an action, observe and assess a creature’s maximum hit points. Make a diagnosis of disease or madness in 1 minute.
* 30 or more … Amazing. Make a diagnosis of disease or madness as an action. Help one creature recover double hit points per hit die during a short rest.

WISDOM (PERCEPTION)

* 1 or less … Oblivious, tuned out to the world. Barely notice sounds of battle.
* 2 to 4 … Careless. Focus is not on surroundings, may leave a possession behind.
* 5 to 9 … Distracted. Ignore anything not strong directed toward you.
* 10 to 14 … Attentive. Spot hidden objects within 5 feet. Hear normal conversations within 20 feet.
* 15 to 19 … Observant. Hear normal conversations through a closed door.
* 20 to 24 … Keen, sharp. Spot hidden objects within 30 feet. Hear whispers within 20 feet.
* 25 to 29 … Greatly discerning. Notice something moving while invisible.
* 30 or more … Amazing. Notice something that is invisible and motionless.

WISDOM (SURVIVAL)

* 1 or less … Feeble. Suffer injury falling on broken terrain or a natural hazard. Stumble upon hungry predator. Eat dangerously toxic plants.
* 2 to 4 … Terrible. Triple time to find improvised shelter. Leave obvious trail behind.
* 5 to 9 … Poor. Double time to find shelter.
* 10 to 14 … Fair. Avoid getting lost in light terrain (plains, hills). Track across soft ground. Find shelter within an hour. Predict weather over next hour.
* 15 to 19 … Good. Find enough daily food and water for one person. Avoid getting lost in heavy terrain (forest, mountains). Track across dirt or grass. Predict weather through next day.
* 20 to 24 … Excellent. Track across bare stone. Predict weather coming during following week.
* 25 to 29 … Great. Find enough daily food and water for five people. Track across shallow riverbeds.
* 30 or more … Amazing. Find enough daily food and water for a dozen people. Track across glass.

Modifiers
* Advantage … compass, maps, familiarity with local area
* Disadvantage … stormy weather
* -5 … tracking penalty per day quarry has already passed through area
+ +5 … tracking bonus if quarry is leaving a trail such as bleeding or heavy prints

TRACKING: Wisdom (Survival) check (DMG p. 244)
* DC 10 … soft surface such as snow
* DC 15 … dirt or grass
* DC 20 … bare stone
* DC +5 … each day since the creature passed
* DC -5 … creature left a trail such as blood

CHARISMA

CHARISMA (DECEPTION)

* 1 or less … Insulting. Target not fooled and grows more hostile to you.
* 2 to 4 … Pathetic. Target not fooled and loses faith or respect in you.
* 5 to 9 … Obvious. Target easily sees through lie, disguise or forgery.
* 10 to 14 … Suspicious. Target accepts initial claim but double-checks as soon as possible.
* 15 to 19 … Convincing. Target accepts deception as true unless given cause for doubt later.
* 20 to 24 … Smooth. Target strongs believes deception is truth, even when shown contrary evidence.
* 25 to 29 … Flawless. Target will work to help justify deception as true is questioned.
* 30 or more … Authentic. Target’s conviction holds to deception as absolutely true.

Modifiers…
* Advantage … Target’s Wisdom score is 5 or less. Target offered bride. Target wants to believe you.
* Disadvantage … Either target’s Wisdom score is 16 or higher. Target knows you as a liar, cheat, fraud.

CHARISMA (INTIMIDATION)

* 1 or less … Laughable. Enemies perceive weakness and attack next turn with advantage.
* 2 to 4 … Pathetic. Enemies who were wary may now feel bolder to attack.
* 5 to 9 … Unconvincing. Enemies feels no immediately threat.
* 10 to 14 … Troubling. Enemies of CR 1/4 or less flee or surrender.
* 15 to 19 … Convincing. Enemies of CR 1/2 or less flee or surrender.
* 20 to 24 … Scary. Enemies of CR 1 or less flee or surrender.
* 25 to 29 … Terrifying. Enemies of CR 2 or less flee or surrender.
* 30 or more … Scarring. Enemies of CR 3 or less or more flee or surrender.

Modifiers
* Advantage … Enemies are surprised, have just dropped to half or less hit points, have less than original number left alive, have lost their leader, or have no way of harming you.
* Disadvantage … Enemies are of CR 4 or more or outnumber you and your allies/party.

CHARISMA (PERFORMANCE)

* 1 or less … Terrible. Audience acts to stop performer in progress.
* 2 to 4 … Poor. Audience jeers, ignores or walks out on show.
* 5 to 9 … Fair. Not impressive and quickly forgotten by audience.
* 10 to 14 … Good. No mistakes, hold attention of half audience.
* 15 to 19 … Excellent. Beautiful, emotional, most of audience impressed.
* 20 to 24 … Great. Audience deeply moved and appreciative.
* 25 to 29 … Masterpiece provokes wild emotional reaction from whole audience.
* 30 or more … Legendary work spoken about by audience for rest of their lives.

CHARISMA (PERSUASION)

* 1 or less … Hatred. Person refuses to help and seeks to oppose or harm you.
* 2 to 9 … Antipathy. Person refuses to help but does no harm either.
* 10 to 19 … Neutral. Person agrees to help but will not take risks or make personal sacrifices.
* 20 to 29 … Tolerance. Person agrees and will take on small risks or costs to help.
* 30 to 39 … Goodwill. Person agrees and will take on large risks or costs to help.
* 40 or more … Preference. Person agrees and will take on any risk or cost to help.

Modifiers:
* -10 … Person or creature is hostile (enemy, unnatural, strong evil evil)
* +10 … Person or creature is friendly (ally, family, strong good nature)

THE HIDE ACTION

General rules…
* The Hide action implies positioning behind something and holding still. The Stealth (Dexterity) roll detemines how effective the Hide action was done to avoid being notices (roll vs. observer’s Perception).
* Being hidden is defined as “Your opponent either doesn’t know that you are there, doesn’t pay any attention to you, or doesn’t know where exactly you are located.”
* You must be unobserved for at least one round to do the Hide action. (Ending a move in an obscured space is not enough; enemies simply can figure out where you went. Starting and ending a round without being seen is usually needed for the Hide action.)
* Attack rolls against a hidden creature have disadvantage, and the hiding’s creature’s attack rolls have advantage.
* If there are observers present, making an attack or casting a spell automatically spoils being hidden, no Perception check needed. (Exception: Skulker feat protects being hidden if attack misses.)
* Distracted characters or creatures may allow for Hide actions with less restrictive conditions, per the DM’s call.
* Remember darkvision treats dim light as bright light, and darkness as dim light.
* If you are hidden before the first round of combat you can surprise your opponents and get a free round to attack them before they can react. (You are no longer hidden after you attack, unless you have the Skulker feat and miss.)
* On all attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. If you are in that area, the attack is made with disadvantage on the attack roll. The DM should require a roll with disadvantage, even if you are not in the targeted area and simply tell the attacker that his attack missed.
* If you are hidden, you make attacks with advantage. However, you will no longer be hidden if the attack hits or misses (again, except for the Skulker feat that allowing hiding to continue if attack misses).

OBSERVED AREA
* Enemies can see you and are actively watching you.
* Creatures in combat can be assumed to be actively watching everything in range of sight.
* You cannot hide while being watched.

VISIBLE AREA
* Bright light, open area with obvious normal obstructions (towns, marketplaces, ruins), weather visibility beyond at least a half mile (2,600+ feet).
* Not suitable for hiding. However, attempts to hide may be an Action if described in some detail by a player (character gets into a barrel, crawls under collapsed building rumble, or so forth).
* Your Stealth check (normal roll) vs. observers’ passive Perception, or active Investigation roll if observers are searching the area. (DM may grant either side advantage depending on amount of places available to hide.)

LIGHTLY OBSCURED AREA
* Examples include dim light (dawn/dusk/full moon), patchy fog (visibility of a half mile or less) or moderate foliage (summer leaves in a tree).
* Generally not suitable for hiding unless you are a wood elf in natural surroundings (see Mask of the Wild below) or if you have the Skulker feat.
* Observers suffer disadvantage on Perception checks (or suffer -5 penalty on passive Perception).

HEAVILY OBSCURED AREA
* Examples include darkness (new moon/underground), opaque fog (visibility of 300 feet or less), or dense foliage (jungle vines, thick bushes).
* Attempt to hide might not require the Hide action, at DM’s judgment.
* Observers automatically fail Perception checks unless the DM rules hearing and smell could compensate (such as having the Acute Hearing or Scent creature abilities).
* If you move from a heavily obscured area to a lightly obscured area, you can try to continue to hide but the creatures you are hiding from get a Wisdom (Perception) check to detect you.

SPECIAL CASES

* Rogues’ Cunning Action class feature — A Hide attempt must follow all the above restrictions, except using a bonus action rather than a full action. A rogue cannot openly attack, move and then Hide if there is no place to be unobserved for one full round. Popping out from a hiding spot to make an attack and then withdrawing back into that same spot means all enemies in combat who had a line of sight on the attack know where the rogue is, so no further Hide checks allowed until moving to a new unseen position.

* Wood Elf racial trait — “Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.” (How is this different from anyone hiding in the woods? Do they get advantage or don’t need to take Hide as a full action?)

* Lightfoot Halfling racial trait — “Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.” A move to get behind larger creature and the Hide action must be done before the halfing is seen by enemies, else everyone just knows the halfing “is behind the big guy.”

* Cloak of Elvenkind: Wisdom (Perception) checks made to see the wearer have disadvantage, and the attuned wearer has advantage on Dexterity (Stealth) checks made to Hide, as the cloak’s color shifts to camouflage. Pulling the hood up or down requires an action. (House rule: Adjusting the hood and attempting to Hide can be done with the same Action.)