D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)


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Sometimes I allow either but its DC10 survival vs 15 perception.
I think that can be a good way to do it, makes the survival trained character feel like it's more worthwhile.

I often don't call for a roll if it is something a PC is trained in, I think it comes from me beginning in older editions whereas newer DMs will rely a lot more on calling for rolls.
 


1. Perception
2. Persuasion
3. Investigation
4. Acrobatics
5. Stealth
6. Insight
7. Deception
8. Athletics
9. Sleight of Hand
10. Survival
11. Intimidation
12. Nature
13. Arcana
14. History
15. Animal Handling
16. Religion
17. Medicine
18. Performance

Obviously purely subjective based on the games I've played with my friends, how often they come up and the consequences of failure. It was hard to sort numbers 4 to 9 since I see those as pretty equally important, and there's a bunch I'd probably move around depending on the type of game that's being played.
 


This is SUPER dependent on DM interpretation, but here's my 1-N ranking based on campaigns I've played with the DMs I've played with (including myself):

S-Tier. Amazing skill, you can never go wrong picking this skill no matter who you are this will always be a good choice:
  • Animal Handling
  • Investigation
  • Perception
  • Persuasion
A-Tier. Extremely good (S+ Tier) for certain playstyles or party comps, but might be useless for others:
  • Sleight of Hand
  • Stealth
  • Survival (1 per party)
  • Arcana
B-Tier. Decent for everyone but rarely amazing.
  • Deception
  • Intimidation
  • Insight
  • History
  • Nature
  • Religion
C-Tier. Very niche but could be really good.
  • Athletics (A-tier for grappling in 2014 rules but weak in 2024)
  • Acrobatics (B-tier for grappling in 2014)
F-Tier. Just terrible, seriously why do these exist?
  • Medicine
  • Performance
 

This is SUPER dependent on DM interpretation, but here's my 1-N ranking based on campaigns I've played with the DMs I've played with (including myself):

S-Tier. Amazing skill, you can never go wrong picking this skill no matter who you are this will always be a good choice:
  • Animal Handling
  • Investigation
  • Perception
  • Persuasion
A-Tier. Extremely good (S+ Tier) for certain playstyles or party comps, but might be useless for others:
  • Sleight of Hand
  • Stealth
  • Survival (1 per party)
  • Arcana
B-Tier. Decent for everyone but rarely amazing.
  • Deception
  • Intimidation
  • Insight
  • History
  • Nature
  • Religion
C-Tier. Very niche but could be really good.
  • Athletics (A-tier for grappling in 2014 rules but weak in 2024)
  • Acrobatics (B-tier for grappling in 2014)
F-Tier. Just terrible, seriously why do these exist?
  • Medicine
  • Performance
Why animal handling so good?
 

Tracking is highly DM dependent. I recall there being a (semi-facetious) saying that tracking never works except when the DM wants you to track something, in which case it never fails.

I normally add it in as a bonus.
Eg use track find XYZ with cool loot or side quest item.

Alot of my adventures use "bad" skills for info gathering in exploration phase.

Most DMs probably dont. I xan do it but i dont talk about it here or elsewhere.

People generally dont care about your exploration, campaign idea, RP stuff here or elsewhere.
 

These are in order of how often they normally come up, and why
  1. Perception - finding hidden things
  2. Investigation - realizing why some obvious thing is important
  3. Insight - social defense
  4. Slight of Hand - I like using traps... a lot
  5. Stealth - party likes to have a scout
  6. Persuasion - party likes to make friends
  7. Deception - party has secrets they like to keep
  8. Intimidation - party likes to make enemies surrender
  9. Arcana - doesn't come up often, but important when it does
  10. Religion - doesn't come up often, but important when it does
  11. Athletics - environmental challenge
  12. Survival - environmental challenge
  13. Acrobatics - environmental challenge
  14. Nature - environmental challenge
  15. History - I typically give most of the historical information via NPCs, but occasionally important
  16. Medicine - should be more important, because I don't allow free stabilization with Healer's Kits, but magic healing replaces it
  17. Animal Handling - typically not very useful, because PCs tend to just kill opposing beasts
  18. Performance - typically a trash skill, but I currently have a PC using it because she's pretending to be a man
 

10 years on with a new edition update how would you rank the 5e skills 1-18 from most useful to least useful in a typical campaign. Let’s assume it’s running levels 1-10. Don’t worry about individual classes it’s less about what your character has and more what the party has access to. I’ve left them in alphabetical order. In case anyone forget any!

Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Feel free to have a heated debate while we are at it! Have any changed since 2014?

The 5.5 rules have really changed this quite a bit IMO. Before 5.5 it was Perception, Stealth and Athletics and then everything else was well below these. Now they are much more balanced. Some of these are going to vary a ton depending on campaign and PC, but here is how I would put them now:

1. Slight of Hand
2. Athletics
3. Acrobatics
4. Perception
5. Deception
6. Persuasion
7. Arcana
8. Survival
9. Stealth
10. Investigation
11. Insight
12. Animal Handling
13. Nature
14. History
15. Medicine
16. Intimidation
17. Religion
18. Performance
 

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