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

I mean, it really depends what your DM tends to call for. I don’t really know how anyone who plays with more than a group or two can meaningfully rank them. Some things are campaign dependent as well. I can only group them based on experience.

Basically universally important:
Perception: Many tables it decides if you get ambushed, often it seems to determine if you unlock a whole area of content by noticing something subtle or secret. Often used for group checks. The standard character sheet has a passive perception box and nothing comparable for any other skill, so it’s obvious which skill is usually king. Every D&D party should have a couple characters good at this.

Good at most tables I’ve played at:
Arcana: The settings are usually so magical in 5e I’d say the majority of knowledge checks end up being arcana or having arcana as an option at most tables. People talk about it being used instead of Detect Magic, but I more often see it used instead of Identify. It is what identifies enemies who aren’t humanoids, animals, or from certain religiously aligned planes.
Athletics: Maybe not the most common but when it does come up failure is often likely to involve falling off a cliff or something else dire. It’s very easy for a player to provoke Athletics rolls, you just need to try to do something strength based at most tables. If you’re a strength based character you take this, if you’re not you probably don’t, but it is pretty consistently useful for strength-based characters so I categorize it as good at most tables.
Persuasion: Clearly the king of the Charisma skills. There’s a lot of grey area between Perception, Deception, and Intimidation, so any of them is pretty good if you don’t have the others, but if you are making an ambiguous social check it’s probably going to end up being a Persuasion check.

Really important in many campaigns or tables, virtually irrelevant in others:
Insight: This almost makes the above category, I just find some tables and campaigns rarely use it, and some DMs don’t give you useful information when you do use it. But in the right campaign it can be one of the very most important skills.
Investigation: If you have a DM actively trying to call for Perception less than this one becomes pretty ubiquitous. If it’s a mystery you are trying to solve you’re going to get this. If you take it and your DM calls for Perception for everything you can probably convince them to let you use this sometimes instead.
Stealth: Most groups I’ve been in try to be stealth sometimes, and usually this means group stealth checks. When a PC ranges out on their own they are likely to want to use stealth. I can totally see how you might play a no stealth campaign, but most I’ve been in this is a top 5 skill.
Survival: If your campaign is spending any time in the wilderness this becomes a top skill in most campaigns I’ve been in. But maybe your DM is an outlier, or maybe it’s an urban campaign or an endless dungeon crawl.

Really clutch at a few tables I’ve played at or campaigns I’ve been in:
Acrobatics: Can sometimes be used in lieu of an athletics check, including in the RAW rules for some things like escaping grapples, and since there’s a lot more dextrous characters than strong ones these days it sees a fair amount of use there. Some tables also seem to use it in a lot of places where others would use a Dex save. A character who goes out of their way to be acrobatic will have a lot of fun swinging from chandeliers and the like at the right table, but I haven't seen this often.
Deception: Depending on play-style this may be constant or never. But even with a deceptive play-style you might still be making Persuasion rolls more often depending on the DM.
History: The generic non-magical knowledge check, and 5e’s closest stand in for a local knowledge check. I’ve never been at a table where it was really important, but I’m sure that table exists.
Intimidation: Ditto what I just said about Deception
Nature: Wilderness knowledge check. Ranges from overwhelmingly important to irrelevant based on the campaign.
Religion: Often used for identifying iconography and general exposition of ancient temples and shrines. Often used for identifying angels, devils, and demons. For a few campaigns this is the most important knowledge skill, for some it’s irrelevant. For most it is of middling value.
Sleight of Hand: Does this get used for lock picking at your table? If so it’s probably very important someone be good at it. If not it’s probably not. The right character can get amazing use out of pickpocketing and the like.

Only important if a player makes them important:
Animal Handling: If you’re the player who wants to get a menagerie of pets, ride exotic mounts, or diplomance your way through wildlife encounters, this is going to matter a lot, otherwise it doesn’t.
Performance: I’ve seen tables find some creative times to apply it, and if you do lots of disguise shenanigans maybe this matters. Generally you only need this as a Bard or entertainer character, and it still is primarily just important there to character moments (when your bard performs at the tavern you probably want it to be awesome, not an embarrassment). Maybe if you are a Warlock with at will Disguise Self and you want to make it work more like at will Alter Self it becomes vital.

The worst (to take proficiency in):
Medicine: If your group has no or limited magical healing capacity there is a strong chance that at some point a medicine check will be literally life or death, so it’s not a completely irrelevant skill. But that is virtually the only time you’ll think about it, and the character who takes proficiency is not more likely than any other to be the one in position to make that vital check, so it is a terrible skill to waste a skill proficiency on. And if healing potions are common in the campaign it becomes almost completely irrelevant. And a Healer’s kit, rather than amplifying this skill instead makes it irrelevant.
I’ve seen some creative use as an anatomy check, and if you really want to make a healer character you might have some cool character moments healing NPCs with amazing medicine checks, but it is the loser of the bunch.
 

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And I think there's a certain style of adversarial DMing that sees Intimidation as a great excuse to punish players, but that's ultimately a DMing problem, not a character build problem.
Then you are, frankly, being willfully blind to the exact issue and then accusing the non-GMs of being the cause of the problem.

The very admission "that's ultimately a DMing problem, not a character build problem" IS saying that bad GMing results in skills that could be useful actually getting the shaft.
 

t3.X&Friends skill system was extremely cumbersome and convoluted, it at least understood that much. Better than even 5e, if we're being honest.

I would disagree with this. In 3.5E with no bounded accuracy someone could start out good at a skill and by 10th level they sucked at it ..... what happpened 3 weeks ago I could bluff everyone and my Disguises were the cat's meow. Now I am fooling no one [because I put no points in Disguise and Bluff and my 20 Charisma can't carry me].
 
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In 2024 it is usually a Slight of Hand Check. Having proficiency in Thieves Tools gives you proficiency on the Slight of Hand check and having proficiency in both the tool and the skill give you advantage.
That's not what the PHB says. I don't own a DMG, so, I have no idea what that says. Couldn't care less since having thieves tools gives you the DC's for a Dex check to open locks. Like I said, no one ever bothered with sleight of hand because, so far, no one had ever known that rule. It wasn't a rule in 2014 at all and it's buried in the DMG (apparently) in 2024. The point is, you asked me how I could have not been making Sleight of Hand checks. Well, we just used the rules in the PHB. 🤷
 

That's not what the PHB says. I don't own a DMG, so, I have no idea what that says. Couldn't care less since having thieves tools gives you the DC's for a Dex check to open locks. Like I said, no one ever bothered with sleight of hand because, so far, no one had ever known that rule. It wasn't a rule in 2014 at all and it's buried in the DMG (apparently) in 2024. The point is, you asked me how I could have not been making Sleight of Hand checks. Well, we just used the rules in the PHB. 🤷
But just based on what's in the PHB, nobody ever tries feats of legerdemain...?

I think what this thread really demonstrates is that different tables are playing differently.
 



Based on my games and the various actual plays I watch:

S-Tier.
  • Investigation (finding and solving)
  • Perception (noticing)
A-Tier.
  • Sleight of Hand (traps, locks, and occasionally even actual sleight of hand!)
  • Stealth
  • Insight (probably the most commonly rolled skill, but often not that consequential)
  • Persuasion
B-Tier.
  • Deception
  • Athletics (as many have noted, athletics and acrobatics have become interhcangeable in most situations)
  • Acrobatics (I use physical sets with lots of elevation, which makes players want to use this more, I think)
  • Arcana (the one lore skill to rule them all. Which isn't saying much).
  • Survival (very setting dependent)
C-Tier.
  • Animal Handling
  • Religion (I think these next three plus arcana should just be combined into one skill called "Lore.")
  • History
  • Nature
  • Intimidation (so close to a D skill, unless your party absoutely lacks a Face)
D-Tier. (these are basically ribbon skills)
  • Medicine
  • Performance
Note: I would love to see the DDB data on how often each skill is actually rolled.
 

I think these next three plus arcana should just be combined into one skill called "Lore."
Arguably, but the point of the Skills system is as much to establish shades of difference between characters, and the nuance allows for situations like the 10 Intelligence Paladin knowing stuff the Wizard and Bard might not due to Religion proficiency.
 

1- any skill one of my PC has
1- any skill one of my PC has
1- any skill one of my PC has
1- any skill one of my PC has
...

If they have it, I make sure they will find it useful.

But then another question is... after 10 years, how many players still haven't understood that "having a skill" is just a bonus on something you can probably do anyway?
 

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