I call it my "Fixed" income |
In the article, he defines a Skill Check as something resulting from a Character Action that has a discrete chance of failure and success. If something is impossible to do, or something is so easy it can't be failed, you don't need a skill check to do it. But if a character isn't taking an action, that shouldn't be a skill check either!
The primary place this comes up is for Perception and Knowledge skills. If your character simply sees something or simply knows something, that isn't an action with a discrete chance of failure. Rather, that's a passive ability.
Angry touches on the Knowledge and Perception skills in his article, but I wanted to add to this by creating a passive score for every standard skill/ability score combination. The reason I'm not getting into weirder skill checks is because these skills work in a very limited range if you aren't actively using them.
I also don't want to make a ton of new systems if I don't have to. I'd rather use existing systems and add a cool effect to them. This isn't always possible, but there are plenty of interesting ways for the player to engage with the game world that we can modify.
Finally, let's set some baseline numbers for our passive scores. For reference, a passive score is equal to 10 + the relevant ability score modifier + the character's proficiency bonus, if applicable.
- 5: To get a 5 on your passive score, you need a 1 in the respective ability, as well as no training in that ability. That's like having the intelligence of a frog.
- 10: This is the standard commoner score. A totally average person with no training could get this.
- 15: Most adventurers start with a +3 to their best ability score, and a +2 proficiency bonus. So a 15 is the starting point for those who are trained in a particular skill. Also, those who lack training (not proficient) but have great natural aptitude (as ability score of 20) can achieve a 15.
- 16: I want to point this one out because the maximum proficiency bonus is +6. Therefore, we can say that a 16 is the best passive score you can achieve if you have the training but not the natural aptitude for a skill.
- 17: Same as 15, but the starting point for those who have specialized in a skill via the Expertise feature.
- 21: This represents the pinnacle of most passive scores. Those who have been trained in their skill and combine that training with great natural aptitude can achieve a 21.
- 27: This is the highest score most mortals can achieve. This is an expert in their field displaying their powerful natural aptitude and intense training. Anything above this score involves breaking the bounds of mortal creatures, via magic or godly power.
So, with that in mind, let's dive into the passive scores a player has at their disposal!
Passive Scores
Acrobatics
Normally, you 1d6 bludgeoning damage per 10 feet you fall.
However, you can fall a distance (in feet) equal to your Passive Acrobatics score without taking damage. However, if you fall further, the resulting damage is still calculated based on the full distance fallen. A character with a passive Acrobatics score of 15 can fall 15 feet without taking damage, but still takes 1d6 damage if they fall 16 feet.
(I wrote about this in greater detail here!)
Animal Handling
This is my friend. His name is Toasty. |
This action cannot be attempted on a Beast that is charmed, summoned, hostile towards you, damaged by you, or part of a swarm. A character with a passive Animal Handling score of 15 can calm and befriend a wild Mastiff (INT 3, WIS 12).
Arcana
This is a knowledge skill. You can use it to see what your character knows about a situation based on their past training and experience. The DM assigns a knowledge DC to different pieces of information, and if your passive Arcana score is equal to or greater than that DC, you know the information. Passive Arcana is used to recall lore about magic.
- 5: This information is directly in front of you. You are currently reading it.
- 10: This information is obvious. Even common folk have heard of this.
- 15: This information is something you learned, by training or experience.
- 20: This information is hard to come by, unless you are a specialist in this field or highly trained.
- 25: This information is something only a true genius would be able to comprehend. It's likely that only a handful of mortals know it.
- 30: This information requires godly intervention to know. If you can recall it, it's likely you have been blessed by the higher powers.
Athletics
When travelling, you can travel up to 8 hours per day without taking a penalty. For each hour travelled beyond 8, the character must make a Constitution Saving Throw of 10 + 1 per hour travelled beyond 8. Failure means the character gains one level of exhaustion.
However, if the DC of this save is less than or equal to your Passive Athletics score, you may automatically pass this check. A character with a passive Athletics score of 15 could travel 13 hours in a day with no ill effects.
Deception
This is a social skill. If you are trying to deceive everyone you meet over a certain period of time, you can use your passive Deception score instead of a skill check. Compare your passive Deception score to each NPC's Charisma score. If it is equal to or greater than the NPC's score, your deception is successful.
A character with a passive Deception score of 15 could convince a town of commoners (CHA 10) they were a noble, but couldn't convince a party full of actual nobles (CHA 16).
History
This is a knowledge skill. You can use it to see what your character knows about a situation based on their past training and experience. The DM assigns a knowledge DC to different pieces of information, and if your passive History score is equal to or greater than that DC, you know the information. Passive History is used to recall lore about humanoids, both in your lifetime and in the past.
- 5: This information is directly in front of you. You are currently reading it.
- 10: This information is obvious. Even common folk have heard of this.
- 15: This information is something you learned, by training or experience.
- 20: This information is hard to come by, unless you are a specialist in this field or highly trained.
- 25: This information is something only a true genius would be able to comprehend. It's likely that only a handful of mortals know it.
- 30: This information requires godly intervention to know. If you can recall it, it's likely you have been blessed by the higher powers.
Insight
Wait guys! I think this dude might be evil! |
- 5: This information is directly in front of you. Someone is spelling it out for you.
- 10: This information is obvious. Nearly everyone can tell what it is.
- 15: This information is apparent to those with a quick eye, but might take most people a minute or two to figure out.
- 20: This information is subtle. If you don't know what you're looking for, you'd never see it.
- 25: This information is obscured. It would require extensive training and practice before you would be able to see it.
- 30: This information requires godly intervention to know. If you can see it, it's likely you have been blessed by the higher powers.
Intimidation
This is a social skill. If you are trying to intimidate everyone you meet over a certain period of time, you can use your passive Intimidation score instead of a skill check. Compare your passive Intimidation score to each NPC's Charisma score. If it is equal to or greater than the NPC's score, your intimidation is successful.
A character with a passive Intimidation score of 15 could make a town of commoners (CHA 10) stay out of their way, but couldn't stop a network of spies (CHA 16) from approaching them.
Investigation
This is an observational skill. You can use it to see what your character observes about a situation based on their past training and experience. The DM assigns a DC to different things that could be observed, and if your passive Investigation score is equal to or greater than that DC, you observe that thing. Passive Investigation is used to observe the function of purpose of objects.
- 5: This information is directly in front of you. Someone is spelling it out for you.
- 10: This information is obvious. Nearly everyone can tell what it is.
- 15: This information is apparent to those with a quick eye, but might take most people a minute or two to figure out.
- 20: This information is subtle. If you don't know what you're looking for, you'd never see it.
- 25: This information is obscured. It would require extensive training and practice before you would be able to see it.
- 30: This information requires godly intervention to know. If you can see it, it's likely you have been blessed by the higher powers.
Medicine
In combat, stabilizing a creature requires a Wisdom (Medicine) check of 10.
Out of combat, you may use your action to stabilize a creature. If your passive Medicine score is 10 or greater, you automatically succeed on your stabilization attempt. Additionally, the creature regains hit points equal to your passive Medicine score - 10. A character with a passive Medicine score of 15 can stabilize a creature and cause them to regain 5 hit points, as long as they are outside of combat.
Nature
This is a knowledge skill. You can use it to see what your character knows about a situation based on their past training and experience. The DM assigns a knowledge DC to different pieces of information, and if your passive Nature score is equal to or greater than that DC, you know the information. Passive Nature is used to recall lore about plants and animals that inhabit the world.
- 5: This information is directly in front of you. You are currently reading it.
- 10: This information is obvious. Even common folk have heard of this.
- 15: This information is something you learned, by training or experience.
- 20: This information is hard to come by, unless you are a specialist in this field or highly trained.
- 25: This information is something only a true genius would be able to comprehend. It's likely that only a handful of mortals know it.
- 30: This information requires godly intervention to know. If you can recall it, it's likely you have been blessed by the higher powers.
Perception
This is an observational skill. You can use it to see what your character observes about a situation based on their past training and experience. The DM assigns a DC to different things that could be observed, and if your passive Perception score is equal to or greater than that DC, you observe that thing. Passive Perception is used to observe your surroundings.
- 5: This information is directly in front of you. Someone is spelling it out for you.
- 10: This information is obvious. Nearly everyone can tell what it is.
- 15: This information is apparent to those with a quick eye, but might take most people a minute or two to figure out.
- 20: This information is subtle. If you don't know what you're looking for, you'd never see it.
- 25: This information is obscured. It would require extensive training and practice before you would be able to see it.
- 30: This information requires godly intervention to know. If you can see it, it's likely you have been blessed by the higher powers.
Performance
It's well known that 95% of Bards choose the worst instrument |
A character with a passive Performance score of 15 could earn 150 (15 x 10) copper in a big city, netting them a modest lifestyle.
Persuasion
This is a social skill. If you are trying to persuade everyone you meet over a certain period of time, you can use your passive Persuasion score instead of a skill check. Compare your passive Persuasion score to each NPC's Charisma score. If it is equal to or greater than the NPC's score, your persuasion is successful.
A character with a passive Persuasion score of 15 could convince a town of commoners (CHA 10) to give them directions around town to avoid getting lost, but couldn't convince a those in the noble district of a city (CHA 16) to do the same.
Religion
This is a knowledge skill. You can use it to see what your character knows about a situation based on their past training and experience. The DM assigns a knowledge DC to different pieces of information, and if your passive Religion score is equal to or greater than that DC, you know the information. Passive Religion is used to recall lore about the Gods and their doctrines.
- 5: This information is directly in front of you. You are currently reading it.
- 10: This information is obvious. Even common folk have heard of this.
- 15: This information is something you learned, by training or experience.
- 20: This information is hard to come by, unless you are a specialist in this field or highly trained.
- 25: This information is something only a true genius would be able to comprehend. It's likely that only a handful of mortals know it.
- 30: This information requires godly intervention to know. If you can recall it, it's likely you have been blessed by the higher powers.
Sleight of Hand
If you spend a day grifting (and not adventuring), you earn an amount of copper equal to your passive Sleight of Hand score, multiplied by the settlement size modifier below. If you wish to earn more than that, you must plan and pull off a heist, which requires a skill check.
A character with a passive Sleight of Hand score of 15 could earn 150 (15 x 10) copper in a big city, netting them a modest lifestyle.
Stealth
If your passive Stealth score is greater than or equal to an NPC's passive Perceptions core, you can choose whether or not they see you. This ability is negated if the creature is actively guarding an area or looking for you, if the creature has blindsight, or if you are in combat. In those situations, a skill check is required. Also, the rules for hiding still apply: if you attack or cast a spell, you are seen, etc.
A character with a passive Stealth of 15 can slip through a tavern without being noticed, except by the Spy (passive Perception 16) who is sitting in the corner.
Survival
Improvise. Adapt. Overcome. |
- 5: Coastal or urban areas
- 10: Forests or hilly regions
- 15: Grasslands, swamps, open sea, and underwater
- 20: Arctic tundras, mountains, or the underdark
- 25: Deserts, the more hospitable Outer Planes of the Multiverse
- 30: The Elemental Planes, the less hospitable Outer Planes of the Multiverse
A character with a passive Survival score of 15 could live in a Swamp indefinitely.
Thanks for reading!
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