5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e

Skills

Skills describe trained or practised ways of solving problems, but the four supported editions build them differently. Use only the rules for the campaign’s edition: 5e uses ability checks and proficiency, Pathfinder 1E uses skill ranks and class skills, and D&D 3.5e uses its own rank and class/cross-class system.

Explore: Player Resources · Skills Summary · Skill Descriptions

5.5e / 2024

Resolve a task with an ability check. When a skill proficiency applies, add the character’s proficiency bonus; expertise or another feature may modify that further. The GM chooses the ability and decides whether a skill proficiency is relevant to the approach being attempted.

5e / 2014

Use an ability check and add proficiency when the character is proficient in the relevant skill or tool. Skills are associated with common abilities, but the GM can call for a different ability when the character’s approach justifies it.

Pathfinder 1E

Skills use ranks, ability modifiers, class-skill bonuses and other modifiers. Some skills are trained only. Armour check penalties, size, movement, circumstances and class features can change a check, so use the individual Pathfinder 1E skill entry.

D&D 3.5e

Skills use ranks, ability modifiers and edition-specific class-skill or cross-class costs and limits. Some skills are trained only and armour check penalties apply to certain physical skills. Do not import Pathfinder 1E rank rules into a 3.5e character.

Skills Directory

The directory below preserves skills used across several supported and legacy rules traditions. An individual skill page should identify which editions actually use that skill and provide separate mechanics where more than one supported edition applies.

Skills

A.Acrobatics (Dexterity; Armor Check Penalty)Alchemy (Intelligence; TRAINED ONLY)Animal Empathy (Charisma; TRAINED ONLY; DRUID, RANGER ONLY)Appraise
(
Intelligence)
Astrology (INTELLIGENCE; TRAINED ONLY)
B.Balance (Dexterity; Armour Check Penalty)Bluff (Charisma)  
C.Climb (Strength; Armour Check Penalty)Concentration (Constitution)Craft (Intelligence) 
D.Decipher Script (Intelligence; Trained Only)Diplomacy(Charisma)Disable Device (Intelligence; Trained only)Disguise (Charisma)
E.Escape Artist (Dexterity; Armour Check Penalty)   
F.Fly (Dexterity; Armor Check Penalty)Forgery (Intelligence)  
G.Gamble (Wisdom)Gather Information (Charisma)  
H.Handle Animal (Charisma; Trained Only)Heal (Wisdom)Hide (Dexterity; Armour Check Penalty) 
I.IntimidateCharisma)Intuit Direction Skill (Wisdom; TRAINED ONLY)  
J.Jump (Strength; Armour Check Penalty)   
K.Knowledge (Intelligence; Trained Only)   
L.Listen (Wisdom)   
M.Move Silently (Dexterity; Armour Check penalty)   
O.Open Lock (Dexterity; Trained Only)   
P.Perception (Wisdom)Perform (Charisma)Profession (Wisdom; Trained Only) 
R.Ride (Dexterity)Ritual Casting (Constitution; Trained Only; Armour Check Penalty; Spellcasters only, cross-class paladin, Ranger) (Intelligence)  
S.Scry (Intelligence; BARD, CLERIC, DRUID, SORCERER, WIZARD ONLY)Search (Intelligence)Seduction (Charisma, untrained)Sense Motive (Wisdom)
 Sleight of Hand (Dexterity; Trained Only; Armour Check Penalty)Speak Language (None; Trained Only)Spellcraft
(
Intelligence; Trained Only)
Spot (Wisdom)
 Stealth (Dexterity; Armor Check Penalty)Survival Wisdom)Swim (Strength; Armour Check Penalty) 
T.Tantra (Charisma, Trained Only) Tumble (Dexterity; Trained Only; Armour Check Penalty)  
U.Use Magic Device (Charisma; Trained Only)Use Rope (Dexterity)  
W.Wilderness Lore (Wisdom)   
Y.Yoga (Constitution, Trained Only)
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