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Social Interactions

Some GMs resolve social interactions with ability checks, others like retaining control, and some like a bit of both. Go here and PHB 185, DMG 244, TCoE 148 for further guidance.

Deceive - Charisma (Deception) check.

Determine the truth - Wisdom (Insight) check.

Persuade - Charisma (Persuasion) check

Intimidate - Charisma (Intimidation) check.

Perform - Charisma (Performance) check.

The GM determines the applicable Difficulty Class (DC) or if a contest is required.

Advantage or Disadvantage. A condition, spell, or the circumstances may give you advantage or disadvantage on the ability check. You could use any available inspirationSee also Aiding the Check (DMG 245) and Parleying with Monsters (TCoE 148).

Roleplaying. However social interactions are handled, don't forget to roleplay! 

Brief Utterance. Don't forget that during combat on your turn you can make a "brief utterance" to friend or foe. 

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