
D&D 5e Skill Check & DC Reference
All 18 skills, their abilities, and the full Difficulty Class table. Free, no sign-up needed.
Skills by Ability
Search or filter the 18 D&D 5e skills below.
Acrobatics
Staying on your feet in tricky situations — balancing, tumbling, diving.
Animal Handling
Calming, controlling, or intuiting the intentions of an animal.
Arcana
Recalling lore about spells, magic items, planes of existence, and magical traditions.
Athletics
Climbing, jumping, swimming, and feats of raw physical power.
Deception
Convincingly hiding the truth through words or actions — lying, disguising, fast-talking.
History
Recalling lore about historical events, legendary people, ancient kingdoms, and past disputes.
Insight
Reading body language and speech to determine true intentions — detecting lies, predicting behavior.
Intimidation
Influencing someone through overt threats, hostile actions, or physical menace.
Investigation
Searching for clues, making deductions, and piecing together information.
Medicine
Stabilizing a dying companion, diagnosing illness, or determining cause of death.
Nature
Recalling lore about terrain, plants, animals, weather, and natural cycles.
Perception
Spotting, hearing, or otherwise detecting the presence of something — the general awareness check.
Performance
Delighting an audience with music, dance, acting, storytelling, or other entertainment.
Persuasion
Influencing someone through tact, social graces, or good nature — without threats or deceit.
Religion
Recalling lore about deities, rites, prayers, religious hierarchies, and holy symbols.
Sleight of Hand
Picking pockets, concealing objects, planting items, or performing manual trickery.
Stealth
Hiding, moving silently, and avoiding detection.
Survival
Tracking creatures, navigating the wilderness, foraging, and avoiding natural hazards.
Difficulty Class (DC) Table
Standard DCs from the Dungeon Master's Guide (p. 238).
| DC | Difficulty | Example |
|---|---|---|
| 5 | Very Easy | Climbing a knotted rope, following a well-marked trail |
| 10 | Easy | Picking a simple lock, recalling common lore |
| 15 | Medium | Breaking down a wooden door, navigating a forest in fog |
| 20 | Hard | Picking a high-quality lock, tracking across hard ground |
| 25 | Very Hard | Forging a convincing royal document, climbing a slippery cliff in a storm |
| 30 | Nearly Impossible | Leaping across a 30-foot chasm, convincing a dragon you are its ally |
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Start a QuestHow Skill Checks Work in D&D 5e
A skill check in D&D 5e is a d20 roll plus modifiers. The Game Master sets a Difficulty Class (DC), and if your total meets or exceeds it, you succeed. Your modifier comes from your ability score plus your proficiency bonus (if you're proficient in the skill).
Ability Checks vs. Skill Checks
Technically, every skill check is an ability check. “Skill check” just means you're applying a specific skill proficiency. A “Strength (Athletics) check” is a Strength ability check where Athletics proficiency applies.
Setting the Right DC
The DC table above covers typical difficulties. DC 10 is something most trained characters can manage. DC 15 is a meaningful challenge. DC 20 requires real expertise, and DC 25+ is reserved for legendary feats. Use our encounter calculator to balance the combat side, too.
Passive Checks
A passive check is 10 + all modifiers that normally apply. The most common is Passive Perception (10 + Wisdom modifier + proficiency if proficient). Game Masters use passive checks when they don't want a player to know a check is happening — like noticing a hidden trap.
Advantage and Disadvantage
With advantage, roll 2d20 and take the higher result. With disadvantage, take the lower. For passive checks, advantage adds +5 and disadvantage subtracts 5. Need to roll? Try our free dice roller.
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