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Table of Contents
Example Ability Check DCs by Skill
Acrobatics
10 Maneuver quickly through a light crowd; rappel safely down a rope 15 Do a standing flip; keep your balance in a sudden, strong earthquake 18 Balance along a tightrope; swing from a chandelier 20 Contort into a space too narrow for your body to fit through; escape basic shackles
Animal Handling
10 Calm a warhorse startled in battle; de-escalate aggressive urban wildlife 15 Calm a riding or draft horse startled by battle; de-escalate territorial wildlife 20 Earn the immediate trust of urban wildlife; drive a warhorse into extreme peril 22 Befriend hostile wildlife; drive an untrained mount into battle Arcana 10 Notice the telltale signs of a mage’s lab; pick out a spellbook among mundane tomes 15 Detect places of latent magical energy; recall an uncommon arcane method 18 Identify the purpose of an esoteric ritual circle; notice signs of planar disturbance 22 Wow an archmage with your expertise; recreate a complex ritual from memory
Athletics
10 Climb a rock face with obvious hand and footholds; climb a secured rope 15 Climb a ship’s rigging in inclement weather; climb a cliffside 18 Jump from a moving carriage to another; stay on a horse as it makes a daring jump 20 Long jump while carrying a Medium or Small creature; climb an overhang Culture 10 Conduct yourself appropriately in an unfamiliar culture; know commonplace traditions 15 Give a crash course on etiquette; express yourself without a shared language 18 Integrate seamlessly into exclusive circles; twist the law to escape reproach 22 Earn a comfortable living in an urban environment through nothing more than trading
Deception
10 Communicate a simple secret message to an ally 15 Decipher a simple cipher or code
Deception is usually contested by a creature’s passive Insight. –2 Victim wants to believe the lie, as it’s convenient or beautiful –2 Victim trusts the liar deeply and implicitly +2 Victim stands to lose something from the lie +4 Victim is undertaking serious risk by believing the lie +10 Lie is far-fetched, and the victim would be a fool to take it at face value
History
10 Recall famous legends about a specific region; remember the name of a famous hero 15 Assess the historical importance of an ancient artwork; identify long-lost heraldry 20 Know the childhood nickname of a famous noble; accurately recall an entire family’s genealogy dating back a century
Insight
Also see Deception. 10 Assess the mood of someone not hostile to you 15 Determine someone’s true opinion of you; learn someone’s current, most immediate desire 20 Understand the general meaning of someone speaking a language you don’t know
Intimidation
10 Push around someone you could take in a fight; force a battered opponent to surrender 15 Verbally rebuke someone who holds authority over you; demoralize foes stronger than you 20 Turn a threat back on someone more dangerous than you; demoralize a stronger foe while bloodied.
Investigation
10 Notice an old and frequently-used secret door; find out what inn someone’s staying at 15 Discern simple truths from a crime scene; find a specific passage in a daunting tome 18 Identify patterns of thieves’ cant in a town; determine how long ago a recent event took place 20 Get dangerous gossip on a well-known local; assemble a timeline of suspicious happenings going back as far as 6 months
Medicine
10 Assess a broken bone or other obvious injury; stabilize a bleeding creature 15 Identify the cause of death on a recent corpse; diagnose early signs of a plague 18 Surgically remove a foreign object in a non-vital area; identify cause of death on an old corpse 20 Keep a maimed or dismembered creature alive; amputate an infected limb
Nature
10 Tell a poison berry from a safe one; identify contact hazardous plants such as poison ivy 15 Intuit what kind of wildlife inhabits the surrounding environment; identify medicinal plants 18 Detect signs of fey crossing or other woodland spirits; predict weather up to 7 days in advance 20 Anticipate natural disasters from local animal behavior; assess the long-term health of a natural environment from a short examination
Perception
Also see Sleight of Hand and Stealth. 10 Spot a hunter’s trap before bumbling into it; notice signs of a recent campsite 15 Notice a well-concealed pressure plate; spot campfire smoke from a long distance 20 Detect the rumbling of a rockslide or avalanche before it’s too late; hear flowing water from a long distance
Performance
10 Earn room and board at a common inn; busk to impress passersby 15 Give a performance that catches the attention of a potential patron; show off for a minor noble 18 Draw a substantial crowd through busking; cause a massive distraction 20 Give a performance worthy of a lavish party; win over a wealthy patron
Persuasion
10 Get a lower price on common goods; bypass underpaid guards 15 Make fast friends at a social gathering; recruit someone’s aid for minimal rewards 18 Recruit someone untested into potential danger 22 Lead folks into peril without fear; convince a noble to offer a loan with insufficient collateral
Religion
10 Recognize a holy symbol or important site 15 Sense the presence of a holy or unholy aura; identify signs of undead or fiends 20 Convert someone with strong beliefs to your faith; recognize the rituals of long-dead religions
Sleight of Hand
Sleight of Hand is often contested by the passive Perception of the creature you’re trying to trick. 10 Perform an amusing “magic trick”; palm a coin 15 Make an object the size of a deck of cards “disappear” 18 Hide a dagger† on your person 25 Hide a shortsword† on your person
† or similarly sized weapon
Stealth
Stealth is almost always contested by the passive Perception of the creature you’re hiding from.
The following modifiers are appropriate. –2 The hider is wearing distinctive or bright garments –2 The area is still and there’s little movement otherwise +2 The hider is wearing common or subdued garments +2 The area is active and there are distractions
Survival
10 Determine which way is north aboveground; light a campfire; predict the weather; identify common plants 15 Identify rare plants; determine whether food or water is safe to consume; determine which way is north belowground 20 Light a campfire in the driving rain; figure out the direction of the nearest natural water source
In addition, see the Journey rules in Trials and Treasure for more information on tracking.
–2 The quarry traveled on a commonly used path
–2 Firm ground with faint tracks
+2 The quarry used a new path or none at all
+2 Soft ground with distinct tracks
+2 The quarry is in a group of 6 or more
Source
https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills
Level Up Adventurer’s Guide
