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legendary people, ancient kingdom s, past disputes, F i n d i n g a H i d d e n O b j e c t
recent wars, and lost civilizations. When your character searches for a hidden object such as
Investigation. W hen you look around for clues and a secret door or a trap, the DM typically asks you to make a
make deductions based on those clues, you make an Wisdom (Perception) check. Such a check can be used to find
Intelligence (Investigation) check. You might deduce the hidden details or other information and clues that you might
location of a hidden object, discern from the appearance otherwise overlook.
In most cases, you need to describe where you are looking
o f a wound what kind of weapon dealt it, or determine
in order for the DM to determine your chance of success. For
the weakest point in a tunnel that could cause it to
example, a key is hidden beneath a set of folded clothes in
collapse. Poring through ancient scrolls in search of
the top drawer of a bureau. If you tell the DM that you pace
a hidden fragment of knowledge might also call for an
around the room, looking at the walls and furniture for clues,
Intelligence (Investigation) check. you have no chance of finding the key, regardless of your
Nature. Your Intelligence (Nature) check m easures Wisdom (Perception) check result. You would have to specify
your ability to recall lore about terrain, plants and that you were opening the drawers or searching the bureau in
animals, the weather, and natural cycles. order to have any chance of success.
Religion. Your Intelligence (Religion) check m easures
your ability to recall lore about deities, rites and prayers, For example, you might try to hear a conversation
religious hierarchies, holy symbols, and the practices through a closed door, eavesdrop under an open window,
of secret cults. or hear monsters moving stealthily in the forest. Or you
Other Intelligence Checks. The DM might call for an might try to spot things that are obscured or easy to
Intelligence check when you try to accom plish tasks like miss, whether they are orcs lying in ambush on a road,
the following: thugs hiding in the shadows of an alley, or candlelight
• Communicate with a creature without using words under a closed secret door.
• Estimate the value of a precious item Survival. The DM might ask you to make a W isdom
• Pull together a disguise to pass as a city guard (Survival) check to follow tracks, hunt wild game, guide
• Forge a docum ent your group through frozen wastelands, identify signs
• Recall lore about a craft or trade that owlbears live nearby, predict the weather, or avoid
• W in a game of skill quicksand and other natural hazards.
Other Wisdom Checks. The DM might call for a
S p e l l c a s t i n g A b i l i t y W isdom check when you try to accom plish tasks like
W izards use Intelligence as their spellcasting ability, the following:
which helps determine the saving throw DCs of
• Get a gut feeling about what course of action to follow
spells they cast.
• Discern whether a seem ingly dead or living creature
is undead
W i s d o m
W isdom reflects how attuned you are to the world S p e l l c a s t i n g A b i l i t y
around you and represents perceptiveness and intuition. Clerics, druids, and rangers use W isdom as their
spellcasting ability, which helps determine the saving
W i s d o m C h e c k s throw DCs of spells they cast.
A W isdom check might reflect an effort to read body
language, understand som eone’s feelings, notice things C h a r i s m a
about the environment, or care for an injured person.
Charisma m easures your ability to interact effectively
The Animal Handling, Insight, Medicine, Perception,
with others. It includes such factors as confidence
and Survival skills reflect aptitude in certain kinds of
and eloquence, and it can represent a charm ing or
W isdom checks.
com m anding personality.
Animal Handling. W hen there is any question
whether you can calm down a domesticated animal, C h a r i s m a C h e c k s
keep a mount from getting spooked, or intuit an animal’s A Charisma check might arise when you try to influence
intentions, the DM might call for a W isdom (Animal or entertain others, when you try to make an impression
Handling) check. You also make a W isdom (Animal or tell a convincing lie, or when you are navigating a
Handling) check to control your mount when you attempt tricky social situation. The Deception, Intimidation,
a risky maneuver. Perform ance, and Persuasion skills reflect aptitude in
Insight. Your W isdom (Insight) check decides whether certain kinds of Charisma checks.
you can determine the true intentions of a creature, such Deception. Your Charisma (Deception) check
as w hen searching out a lie or predicting som eone’s determines whether you can convincingly hide the
next move. Doing so involves gleaning clues from body truth, either verbally or through your actions. This
language, speech habits, and changes in mannerisms. deception can encom pass everything from misleading
Medicine. A W isdom (Medicine) check lets you try to others through ambiguity to telling outright lies. Typical
stabilize a dying com panion or diagnose an illness. situations include trying to fast-talk a guard, con a
Perception. Your W isdom (Perception) check lets merchant, earn money through gambling, pass yourself
you spot, hear, or otherwise detect the presence of off in a disguise, dull som eone’s suspicions with false
something. It m easures your general awareness of assurances, or maintain a straight face while telling
your surroundings and the keenness of your senses. a blatant lie.

