Skills allow you to perform various actions with a higher chance of success. By gaining proficiency in a skill, you gains an additional bonus on all checks associated with that skill.
Main Skills
Below is a list of all standard skills grouped into five main categories. Some are associated with more than one attribute - in this case, when performing the skill check, you choose which attribute you want to take the bonus from.
Acrobatics
Balance
Jump
Tumble
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Agility
Strength / Agility
Endurance / Agility
Survival
Climb
Swim
Track
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Strength / Agility
Endurance / Agility
Perception
Trickery
Deception
Sleight of Hand
Stealth
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Charisma
Agility
Agility
Social
Persuasion
Insight
Performance
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Charisma
Perception / Charisma
Charisma
Intellectual
Heal
Investigation
Search​
Intellect
Intellect / Charisma
Perception / Intellect
Knowledge
In addition to the five main categories, there is one more - Knowledge. All skills in this category are associated with Intellect (except in very rare situations).
You can have a maximum number of different knowledge skills equal to the Intellect value (maximum 4). They can cover a wide variety of topics. The most common ones are listed below:
Knowledge
Alchemy
Aura
Blacksmithing
History
Monsters
Nature
Painting
Religion
Sailing
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Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Intellect
Awareness
Awareness measures how alert a character is to movement, sounds, and changes in their surroundings. It’s used to notice hidden enemies, traps, or subtle details in the environment.
Action Roll
Result = d20 + Perception + Intellect + Awareness Specialization
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You add Intellect only if it’s above +0
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Only a few classes grant Awareness Specialization
Group Action Roll​
When several characters are on alert — or when someone sneaks up on them — they can roll as a group.
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One character (usually with highest Awareness) rolls d20.
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Each assisting ally rolls 1d6 for Advantage (see Advantage rules).
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Up to five allies can assist (max Level 5 Advantage).
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