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Reference Library

Every skill and condition, in plain language. Search or filter to find it fast.

Blinded

condition

Can't see. Auto-fails checks that need sight; attacks against it have advantage, and its own attacks have disadvantage.

Charmed

condition

Can't attack the charmer, who has advantage on social interactions with it.

Deafened

condition

Can't hear, and auto-fails any check that relies on hearing.

Frightened

condition

Disadvantage on checks and attacks while the source of fear is in sight; can't willingly move closer to it.

Grappled

condition

Speed drops to 0. Ends if the grappler is incapacitated or something pulls it out of reach.

Incapacitated

condition

Can't take actions or reactions.

Invisible

condition

Can't be seen without special senses; attacks against it have disadvantage and its attacks have advantage.

Paralyzed

condition

Incapacitated and unable to move or speak; auto-fails Strength and Dexterity saves, and nearby hits are critical.

Petrified

condition

Turned to solid substance β€” unaware, resistant to all damage, and immune to poison and disease.

Poisoned

condition

Disadvantage on attack rolls and ability checks.

Prone

condition

Can only crawl; disadvantage on attacks. Melee attackers have advantage, distant attackers have disadvantage.

Restrained

condition

Speed 0, with disadvantage on attacks and Dexterity saves; attacks against it have advantage.

Stunned

condition

Incapacitated and barely able to speak; auto-fails Strength and Dexterity saves; attacks against it have advantage.

Unconscious

condition

Incapacitated, prone, and unaware; drops what it holds and nearby hits are critical.

Exhaustion

condition

Stacking levels of fatigue that steadily worsen checks, saves, and speed β€” and at the worst level, can be fatal.

Athletics

skill
Strength

Climbing, jumping, swimming, and raw physical grappling.

Acrobatics

skill
Dexterity

Balance, tumbling, and keeping your feet under you.

Sleight of Hand

skill
Dexterity

Quick, subtle handwork β€” pickpocketing or palming a coin.

Stealth

skill
Dexterity

Moving unseen and unheard.

Arcana

skill
Intelligence

Knowledge of magic, spells, and the planes.

History

skill
Intelligence

Recalling past events, lore, and fallen kingdoms.

Investigation

skill
Intelligence

Reading clues and working out how things fit together.

Nature

skill
Intelligence

Knowledge of terrain, plants, animals, and weather.

Religion

skill
Intelligence

Knowledge of gods, rites, and holy symbols.

Animal Handling

skill
Wisdom

Calming, reading, and guiding animals.

Insight

skill
Wisdom

Reading intentions and spotting a lie.

Medicine

skill
Wisdom

Stabilizing the dying and diagnosing ailments.

Perception

skill
Wisdom

Noticing things with your eyes, ears, and nose.

Survival

skill
Wisdom

Tracking, foraging, and finding your way in the wild.

Deception

skill
Charisma

Convincingly lying or misleading.

Intimidation

skill
Charisma

Getting your way through threats and sheer presence.

Performance

skill
Charisma

Delighting a crowd with music, dance, or acting.

Persuasion

skill
Charisma

Winning people over with tact and charm.

Content describes SRD 5.2 (2024) game mechanics in our own words. Names and system Β© their respective holders under CC-BY-4.0.