Playing the Game — page 9
Playing the Game rules and reference.
that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus. Skill List The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.
Determining Skills A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block. Saving Throw Proficiencies Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks.
Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault. Equipment Proficiencies A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools.
If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check. Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in "Rules Glossary." Actions Action Summary Attack Attack with a weapon or an Unarmed Strike.
Dash For the rest of the turn, give yourself extra movement equal to your Speed. Skills Skill Ability Example Uses Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana Intelligence Recall lore about spells, magic items, and the planes of existence. Athletics Strength Jump farther than normal, stay afloat in rough water, or break something. Deception Charisma Tell a convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures.
Insight Wisdom Discern a person's mood and intentions. Intimidation Charisma Awe or threaten someone into doing what you want. Investigation Intelligence Find obscure information in books, or deduce how something works. Medicine Wisdom Diagnose an illness, or determine what killed the recently slain. Nature Intelligence Recall lore about terrain, plants, animals, and weather. Perception Wisdom Using a combination of senses, notice something that's easy to miss. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something.
Religion Intelligence Recall lore about gods, religious rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.