System Reference Document 5.2.1
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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 deter -
mined 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 partic -
ular 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 profi -
ciency makes you better at wielding it. If you have 
proficiency with a weapon, you add your Profi -
ciency 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 profi -
ciency 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 com-
municating, you typically take an action. The Action 
table lists the game’s main actions, which are de -
fined 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. 