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.
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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