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Persuasion

Charisma-based skill for diplomatically influencing others through tact, reason, and goodwill.

Persuasion covers influencing others through tact, good will, and logical argument. It is governed by Charisma.

When to roll: The DM calls for a Persuasion check when a character tries to diplomatically influence a creature's attitude or behavior.

Common uses:

  • Convincing a guard to let you pass
  • Negotiating a better price with a merchant
  • Calming a hostile crowd
  • Appealing to a leader's better nature
  • Winning someone over through compliments, flattery, or charm

Social interaction: Persuasion requires goodwill and a reasonable request. Unreasonable requests may face higher DCs or automatically fail. Creatures hostile to you may need to be brought to an indifferent attitude before Persuasion can succeed.

Proficiency: Bard, Paladin, and Sorcerer commonly have Persuasion proficiency.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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