Summary
- Dungeons & Dragons is not solely focused on combat; players spend a significant amount of time navigating the world and interacting with characters.
- Certain skills, like Religion and Performance, may not come up as often in campaigns but can be useful in specific situations.
- Skills like Perception and Persuasion are highly valuable and should be possessed by at least one party member for successful quests.
Dungeons & Dragons isn't all about combat. Players aren't just hacking and slashing and casting Fireball — most of their time is spent navigating the world, hunting for treasure, and interacting with NPCs they encounter. And as they do, the success or failure of all their actions are governed by d20 skill checks.
All skills can come in handy; for example, druids use Animal Handling to rally their creature companions, and paladins can rely on Religion checks to inspire followers of their faith. Still, certain checks tend to come up more often across D&D campaigns. Others may not be as common, but are critical when they do appear. It's always an advantage to have at least one party member proficient in the following skills.
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One important step of D&D's character creation process is choosing Proficiencies, ability skills for which that character receives a bonus. Each class has a predetermined list of skills from which the player may choose two to apply their Proficiency to (except for Bard, which may choose any three skills). The player's chosen Background will grant two specific skills as well. For new players, knowing which skills are most useful can be essential in choosing class skills, as well as choosing a background. As such, this list has been updated to include the classes and backgrounds that can grant Proficiency in each skill.
A huge number of additional classes and backgrounds are available through supplemental D&D materials. Since most newer players will start with the Player's Handbook and the basics included therein, only the base game classes and backgrounds are included in the discussion of skill proficiencies here.
17 Religion (Intelligence)
This skill governs knowledge of the gods and their worship; for example, what certain gods represent, who worships them, and their followers' principles. Religion checks do have their uses in D&D; however, they rank low on this list because they are highly situational.
Generally, the only characters who use Religion checks frequently are Clerics and Paladins. The information these checks provide is rarely game-breaking, and can sometimes even be covered under other skill checks such as History or Arcana. However, it may be worth having one character in the party with a strong Religion skill, in case the adventure takes the players into ancient temples or has them face off against cults.
Proficiency
Classes with this option:
- Bard
- Cleric
- Druid
- Monk
- Paladin
- Sorcerer
- Warlock
- Wizard
Backgrounds that grant this skill:
- Acolyte
- Hermit
16 Performance (Charisma)
Performance skill checks can cover wide ground. A bard might busk for tips if the party is low on gold; two party members might make a scene as a distraction while the rogue picks a lock. Like other skills that fall lower on the list, though, Performance just isn't used very often. It's rare that a successful Performance check will save the party from danger, or that a failed one will put them in a bad situation.
Still, this skill can come in handy if someone in the party is trying to pass themselves off in disguise, impersonate an important figure, or get someone's attention. And of course, it's often an essential roleplaying skill for Bards and other creative types.
Proficiency
Classes with this option:
- Bard
- Rogue
Backgrounds that grant this skill:
- Entertainer
- Gladiator
15 Survival (Wisdom)
Survival covers skills that help one stay alive in the wilderness. Like Religion, though, it overlaps with other skills that are often more useful. Actions that a Survival check might cover (for example, scanning the area for dangerous animals or assessing the incoming clouds) can often fall under other skill checks such as Nature or Perception, making it redundant.
Still, as with other less-useful skills, it's worth having at least one party member (such as a Druid or Ranger) with Proficiency in Survival, in case the party finds themselves wandering dangerous wilderness. In such cases, that player can take charge of building fires, finding clean water, and sussing out potential dangers.
Proficiency
Classes with this option:
- Barbarian
- Bard
- Druid
- Fighter
- Ranger
Backgrounds that grant this skill:
- Folk Hero
- Outlander
14 Animal Handling (Wisdom)
Looking to pet an unfriendly dog, catch a stray goose, or climb onto a wild horse? Roll Animal Handling. Like many skills on the lower end of this list though, Animal Handling checks simply don't happen very often.
This skill might come in handy when facing animal enemies, or when used in tandem with the spell Speak With Animals to try and make allies out of beasts. Additionally, it may be more relevant in certain campaigns. For a party venturing through wilderness, Animal Handling may help them survive encounters with snakes or bears. For a city-dwelling party, though, it might not be as useful.
Proficiency
Classes with this option:
- Barbarian
- Bard
- Druid
- Fighter
- Ranger
Backgrounds that grant this skill:
- Folk Hero
13 Medicine (Wisdom)
Medicine might seem useful on the surface, covering first aid and the like, but it's not as useful as other Wisdom skills. Usually, characters don't need to know why they're bleeding; they just need a healing spell to make it stop.
Medicine checks might come in handy when trying to identify an ailment, find a cure, or even gain information about a local narcotic for a quest. It can be a useful skill in keeping the party safe, but it's a bit more niche than higher-ranking skills.
Proficiency
Classes with this option:
- Bard
- Cleric
- Druid
- Paladin
- Wizard
Backgrounds that grant this skill:
- Hermit
12 Intimidation (Charisma)
Getting NPCs to cooperate can get tricky. Fortunately, D&D characters have a variety of options to make it easier. Intimidation is one of them: the ability to scare or bully people into submission.
This skill can be helpful in getting information or items that players want or need, but it can come at a price. Depending on how the party wants to be perceived by NPCs, Intimidation might not always be the wisest tactic. Use it on the baddies, but try not to scare innocent townsfolk — unless that's the reputation a character wants.
Proficiency
Classes with this option:
- Barbarian
- Bard
- Fighter
- Paladin
- Rogue
- Sorcerer
- Warlock
Backgrounds that grant this skill:
- Soldier
11 Arcana (Intelligence)
Knowing what spells are active at any given time can be invaluable, potentially saving the party's skins. If magic is known to be present, an Arcana check can determine the school of magic, and potentially who or what might have cast the spell or enchantment.
Arcana checks are great when it comes to identifying magical objects or traps. At other times, they can potentially allow the party to take precautions and protect themselves from imminent threats. Like History and Animal Handling, Arcana is a situational skill. Players may not find themselves rolling for it as often as Perception or Investigation, but a good Arcana roll can provide essential information.
Proficiency
Classes with this option:
- Bard
- Druid
- Sorcerer
- Warlock
- Wizard
Backgrounds that grant this skill:
- Sage
10 History (Intelligence)
Understanding the laws, lore, and legends of one's area can be invaluable in a D&D campaign. Successful History checks can help players identify important people or locations, understand an area's local customs, and pinpoint dangers that may surface in a given locale. History checks can also give book-smart characters a head start on quest objectives, letting them know where to start looking for an item or enemy without having to chase rumors.
However, unlike skills that rank higher on this list, a History check is unlikely to rescue the party from a dangerous situation. They're useful, but situational, and aren't life-saving as some others can be.
Proficiency
Classes with this option:
- Bard
- Cleric
- Fighter
- Monk
- Warlock
- Wizard
Backgrounds that grant this skill:
- Knight
- Noble
- Sage
9 Nature (Wisdom)
Whether they're traversing a snowy wasteland, hostile wood, or blistering desert, the party will be at nature's mercy at some point in most campaigns. When navigating the untouched wilderness, Nature checks allow players to guide themselves by the stars, determine whether a storm is brewing, or find the safest place to camp for the night.
Like History, Nature checks can also be useful for identifying dangers. While History checks provide general background information, though, knowledge of Nature is more immediate and specific. There's an animal lurking in the trees — is it a predator, or a harmless creature? Which mushrooms are edible, and which berries are poisonous? Knowing these details can help parties avoid unnecessary risks.
Proficiency
Classes with this option:
- Bard
- Druid
- Ranger
- Warlock
Backgrounds that grant this skill:
- None
8 Sleight Of Hand (Dexterity)
There's more to this rogueish skill than picking pockets and shoplifting. Jimmying a lock, forging a signature, trying to pocket a valuable magic item before the party's sorcerer sees — all of these actions require deft, silent hand movements, and all can come in handy throughout a campaign.
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In a broad sense, Sleight Of Hand describes one's ability to use one's hands without others noticing. When players approach it from that angle, it becomes incredibly versatile. For example, since some spells require somatic components (i.e., movements), a player may attempt a Sleight Of Hand check to cast such a spell without NPCs noticing. Similarly, characters may communicate via hand gestures, with Sleight Of Hand checks indicating how subtly they do so.
Proficiency
Classes with this option:
- Bard
- Rogue
Backgrounds that grant this skill:
- Charlatan
- Urchin