Skills for a Social D&D

by wafflepotamus

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Improved Social Skills for Fifth Edition

Skills for Interaction

While the rogue negotiates with the guildmaster, the dragonborn barbarian's presence alone convinces the guildmaster to be more amenable.

After the orc warlord is slain, the cleric consoles the warlord's young daughter and prevents her from doing something foolhardy.

The wizard details to the sultan his logical case that the vizier was the only person with motive and means to murder the crown prince.

Characters with high charisma will always have a big advantage in social situations, but that doesn't mean that all the other characters sit around and watch. A character with high intelligence can use logic and reason to win an argument, while a character with high wisdom can empathize and soothe others.

Skills Overview

Six abilities provide a quick description of every creature's physical and mental characteristics:

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring perception and insight
  • Charisma, measuring force of personality

The skills related to each ability score are shown in the following list (no skills are related to Constitution). Skills that are new or have changed are indicated in italics.

Strength
Athletics
Intimidation
Dexterity
Acrobatics
Sleight of Hand
Stealth
Intelligence
Arcana
History
Investigation
Nature
Reason
Religion
Wisdom
Animal Handling
Empathy
Insight
Medicine
Perception
Survival
Charisma
Authority
Deception
Diplomacy

The Persuasion skill no longer exists, as much of its usage has been distributed among other skills. The Performance skill has also been removed as unnecessary.

 

Performance as a Skill

Performance seems to be a controversial skill. Some contend that the reason it doesn't seem to get much use is because many DMs aren't utilizing it correctly. While they aren't incorrect, the fact that many DMs naturally break up Performance into other skills shows that it is not a necessary skill.

When it comes to an actual performance, like acting or music, either make a Charisma check and add the relevant tool proficiency, or use a skill related to the goal of the performance. A song to soothe a rowdy crowd would make an Wisdom (Empathy) check, for example.

Actor's Supplies have been added to the tool proficiencies to fill a small gap left by eliminating Performance as a skill. Information about the Actor's Supplies is in the tools section of this document.

Changed Skills

The following sections will detail all of the new and changed skills. If a skill is not listed in this section, it is unchanged from how it is listed in the Player's Handbook (starting on page 174).

Intimidation

When you attempt to influence someone through threat of physical violence (explicitly or implied), you may need to make an Strength (Intimidation) check.

Passive Intimidation

Every character has a Passive Strength (Intimidation) score. If a character is present during any social interaction, the DM will decide if any creatures are affected simply by the sheer intimidating presence of that character.

Passive Strength (Intimidation) = 10 + all modifiers that apply to your Strength (Intimidation) check.

If you are proficient in the Intimidation skill, you can substitute your passive Intimidation score in place of your roll if your total result is lower than your passive Intimidation.

Reason

Your Intelligence (Reason) check measures your ability to persuade someone with logic and reasoning or to enter into a debate. Reason might also be used to manipulate someone if you try to bribe them or if you have information that gives insight into this person.

Reason requires a reasonable person to be effective. Mad pyromancers and egomaniacal dragons are far less likely to be swayed in this manner.

Empathy

Your Wisdom (Empathy) check measures your ability to soothe or connect to the feelings of others. You might use this skill to console a grieving widow, calm an enraged tradesman, or determine how an aloof lord is actually feeling.

Insight gives you a look into a creature's intentions, while empathy gives you a look into a creature's emotions. Both skills can give you information that may give you advantage on checks to influence them later.

Authority

When you attempt to command someone or get your way through sheer force of personality, the DM might ask you to make an Charisma (Authority) check. You might make a Charisma (Authority) check to confidently look like you belong without anyone questioning it.

Attempting to intimidate a creature through intensity, rather than physicality would be a Charisma (Authority) check instead of a Strength (Intimidation) check.

Diplomacy

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Diplomacy) check. Typically, you use diplomacy when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette.

Charming & Seducing

Two tactics that players enjoy attempting are charming (non-magical) or seducing NPCs to get what they want.

If you are the DM, ask for either a Charisma (Deception) or a Charisma (Diplomacy) check, depending on whether you feel the attempt is genuine or not. A rogue trying to seduce the gorgeous courtesan, would make a Diplomacy check, while the bard trying to seduce the homely daughter of the lord would make a Deception check.

When a Deception check is made with the intention of charming or seducing, it is opposed by a Wisdom (Empathy) check instead of a Wisdom (Insight) check.

 

Class Skill Proficiencies

Each class has a new skill proficiency list with the new skills. Use the following instead of what is listed in the Player's Handbook.

Barbarian. Choose two from Animal Handling, Athletics, Authority, Intimidation, Nature, Perception, and Survival.

Bard. Choose any three.

Cleric. Choose two from Diplomacy, Empathy, History, Insight, Medicine, and Religion.

Druid. Choose two from Animal Handling, Arcana, Empathy, Insight, Medicine, Nature, Perception, Religion, and Survival.

Fighter. Choose two from Acrobatics, Animal Handling, Athletics, Authority, History, Insight, Intimidation, Perception, and Survival.

Monk. Choose two from Acrobatics, Athletics, History, Insight, Reason, Religion, and Stealth.

Paladin. Choose two from Athletics, Authority, Diplomacy, Insight, Intimidation, Medicine, Reason, and Religion.

Ranger. Choose three from Animal Handling, Athletics, Empathy, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Rogue. Choose four from Acrobatics, Athletics, Authority, Deception, Diplomacy, Insight, Investigation, Perception, Reason, Sleight of Hand, and Stealth.

Sorcerer. Choose two from Arcana, Authority, Deception, Diplomacy, Insight, and Religion.

Warlock. Choose two from Arcana, Authority, Deception, History, Investigation, Nature, Reason, and Religion.

Wizard. Choose two from Arcana, History, Insight, Investigation, Medicine, Reason, and Religion.

Monster Skill Proficiencies

The DM may update a creature's skill proficiencies as needed with the skills listed in the previous section. The DM may also just use the old skills in the manner they were intended for a game without homebrew.

I tend to only give the new skills to NPCs that will likely be more involved in social interactions, while using the old skills for most monsters.

Background Proficiencies

The following backgrounds have been updated with new proficiencies. Only backgrounds from the Player's Handbook and Sword Coast Adventurer's Guide have been considered.

Charlatan


  • Tool Proficiencies: Choose two from among Actor's Supplies, Disguise Kit, and Forgery Kit

Cloistered Scholar


  • Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, Reason, and Religion

Courtier


  • Skill Proficiencies: Diplomacy, Insight

Entertainer


  • Skill Proficiencies: Choose two from among Acrobatics, Authority, Empathy, Diplomacy
  • Tool Proficiencies: Disguise Kit, and either one musical instrument or Actor's Supplies

Folk Hero


  • Skill Proficiencies: Choose two from among Animal Handling, Empathy, Survival

Guild Artisan


  • Skill Proficiencies: Diplomacy, Insight

Knight of the Order


  • Skill Proficiencies: Authority, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order

Mercenary Veteran


  • Skill Proficiencies: Athletics, Authority

Noble


  • Skill Proficiencies: Diplomacy, History

Soldier


  • Skill Proficiencies: Choose two from among Athletics, Authority, and Intimidation

Urban Bounty Hunter


  • Skill Proficiencies: Choose two from among Authority, Deception, Diplomacy, Insight, and Stealth

Waterdhavian Noble


  • Skill Proficiencies: Diplomacy, History
 

Other Changes

Here is a list of class features, invocations, spells, and feats that have been updated with the new list of skills.

Paladin: Oath of Redemption

The following class features are changed from how they were originally printed.

Channel Divinity: Emissary of Peace

You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Diplomacy) checks for the next 10 minutes.

Wizard: Bladesinger

The following class features are changed from how they were originally printed.

Training in War and Song (Bladesinging)

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency with a musical instrument of your choice.

Spells

The following spells are changed from how they were originally printed.

Infernal Calling

Only the following sentence is affected:

"Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) (Authority) check contested by its Wisdom (Insight) check."

Eldritch Invocations

The following warlock invocations are changed from how they were originally printed.

Beguiling Influence

You gain proficiency in the Deception and Diplomacy skills.

Cloak of Flies

Prerequisite: 5th level


As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Authority) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.

Feats

The following feats are changed from how they were originally printed.

Actor

You no longer have advantage on Charisma (Performance) checks, as there is no longer a Performance skill.


In addition to what is detailed in the Player's Handbook, you also gain the following benefit:

  • You gain proficiency with Actor's Supplies, if you don't already have it.

Observant

In addition to what is detailed in the Player's Handbook, you also gain the following benefit:

  • You have a +5 bonus to your passive Wisdom (Empathy) score.

Skill Feats

Unearthed Arcana: Skills for Feats introduced a feat specific to each skill. If you want to allow these feats in your game, here are skill feats for the new and modified skills.

Astute

The "Empathic" feat for Insight has been renamed to "Astute."

Diplomat

Diplomat remains the same, except Charisma (Persuasion) becomes Charisma (Diplomacy).

Dominating

Your strong authoritative presence rewards you with the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Authority skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can shout a single-word command with such authority that a creature obeys it by instinct. Make a Charisma (Authority) check against a creature's Wisdom (Insight). On a success, the creature will act like it is under the effect of a command spell. You can use this ability once per long rest.

Empathetic

Your deep connection with your emotions and the emotions of those around you rewards you with the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Empathy skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • As a bonus action, you can attempt to soothe an ally to remove a charmed or frightened condition. Make a Wisdom (Empathy) check contested by the DC of the effect that put that condition on your ally. On a success, the condition is removed.
 

Logician

Your excellent reasoning and deduction skills reward you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Reason skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can reflect upon difficult questions when you have downtime. During a long rest, you can ask a single question concerning a specific problem you've encountered in the past week, such as a puzzle or creature's motive, and roll an Intelligence (Reason) check. The higher your check, the more clues the DM may reveal. You might not find any answers, but you will never come to false conclusions.

Menacing

Menacing remains the same, except you increase your Strength score by 1, instead of Charisma (to a maximum of 20). Charisma (Intimidation) becomes Strength (Intimidation).

Tools

In Xanathar's Guide to Everything, each tool you could gain proficiency in was detailed more thoroughly. The following tools are new or changed from how they were originally printed.

Actor's Supplies

Cost 30 gp


Actors travel from town to town and perform plays. Most plays teach history or religion to those that cannot read, but there are also tragedies, comedies, and mysteries that exist solely to entertain or provoke thought.

Components. Actor's supplies include ornamental masks, a few gaudy costumes, several classic scripts, and some small props (goblet, fake knife, skull).

Empathy. A well-done performance with a strong message can have a strong effect on the audience's emotional state.

History, Religion. Your knowledge of main religions morals, and major historical events are boosted by your performances re-enacting them. However, you rarely have the full details.

Reason. Many plays exist to spread information. People are more likely to trust the information given by an theatre troupe.

Put On Show. During a long rest, you can write a short play to perform with a specific moral or message that you would like to get across to the audience.

Actor's Supplies
Activity DC
Entertain a crowd 10
Sway commoners with a show 15
Sway nobility with a show 20

Brewer's Supplies

Replace the Persuasion skill with Diplomacy.

Disguise Kit

Remove the Performance skill, and replace the Persuasion skill with Diplomacy.

Musical Instrument

Add the following skill:

Empathy. You can use your music to affect the emotional state of those listening.

Tinker's Tools

Add the following skill:

Reason. You can reverse engineer a small mechanical object to gain knowledge of how to build one on your own at a later time.

 

Credit


Page 2: Guardroom with the Deliverance of Saint Peter by David Teniers the Younger


Page 4: Wizards of the Coast, DMs Guild free art

 

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