5th Edition Skills

Acrobatics (Dex)

Acrobatics measures your ability to perform tasks requiring coordination and grace.

Balance

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. While balancing, you do not add your Dexterity modifier to your AC unless it is negative. While balancing, you treat movement as difficult terrain.

Tumble

You can tumble as a bonus action on your turn or as a reaction to falling. When used as a bonus action, you attempt an Acrobatics check against an Athletics or Acrobatics check (target's choice) against a creature within 5 feet of you that is your size or larger. If you succeed, you can treat that creature's space as difficult terrain and move through it without provoking attacks of opportunity. If you fail, your movement speed drops to 0 until the end of your turn.   If used as a reaction to falling, round your Acrobatics check result down to the nearest 5, then treat the fall as though you had fallen that many less feet. For example, if you fall 50 feet and roll a 12 on your Acrobatics check, you treat it as though you fell 40 feet, and thus only take 4d6 damage, not 5d6 damage.

Squeeze

You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.   The GM will set the DC depending on how small the space is, and will decide if you can even possibly fit through the space. If you succeed, you can move through the space, moving 5 feet per minute.

Animal Handling (Wis)

You can command and train animals and magical beasts.

Command an Animal

You issue an order to an animal. Attempt a Nature check against the animal's opposed Insight check. The GM might adjust the animal's check if it has a good attitude toward you, you suggest a course of action it is predisposed toward, or you offer it a treat.   You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, you have advantage on the check. On a success, the creature follows your command on its next turn. On a failure, the animal becomes hesitant or resistant and it does nothing.

Arcana (Int) (Proficient Only)

Arcana measures how much you know about arcane magic and creatures.

Recall Knowledge

You can seek to recall information you have previously learned about arcane theories, magic traditions, creatures of arcane significance (such as dragons), similar.

Borrow an Arcane Spell

If you are a prepared arcane spellcaster, such as a bard or wizard, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than learning the spell outright. On a success, you can prepare that spell for the day, but must make the check again if you wish to prepare the spell again after taking a long rest.

Decipher Writing

When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. This usually takes 1 minute per page, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, through the GM might alow you to attempt to decipher text written in an unfamiliar language if it is related to one you know, such as deciphering Red Draconic while knowing High Draconic.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Identify Magic

Once you discover an item, location, or ongoing effect that is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. On a success, you learn any means of activating the magical effect, the effect's name, and what it does. You do not necessarily learn whether it is cursed or not.   Alternatively, you can attempt to identify magic as a reaction to seeing an Arcane spell being cast. To do so, the spell must have visual or audible components, and so you cannot attempt to identify a spell affected by the Subtle Spell metamagic. The DC for this generally equals 10 + the spell's level, but the GM may raise this for rare spells or may lower it if it is a spell you know.

Athletics (Str)

Athletics allows you to perform deeds of physical prowess. Most Athletics actions let you move about the environment or control your opponent's movement in combat.

Climb

As part of your movement, you attempt an Athletics check to move up, down, or across an incline, treating the movement as difficult terrain. While climbing, you do not add your Dexterity modifier to your AC unless it is negative. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic success on an incline that's trivial to climb.

Grab an Edge

As a reaction, while falling within reach of an edge or similar surface (a tree, cliff edge, rockly ledge, etc.), you can attempt an Athletics check to reduce or eliminate the damage from the falls. The GM sets a DC for this check, typically 5. This may be higher in the case of slicker surfaces, wet or icy conditions, or similar circumstances. For every 5 which you exceed the DC of this check, treat the fall as though it were 5 feet shorter. For example, if you were falling 50 feet and rolled a 15 on your Athletics check, you exceeded the DC 5 by 5, and thus you reduce the fall by 10 feet to 40 feet, taking only 4d6 damage isntead of 5d6.

Force Open

As an action, using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container, or heavy gate. The GM sets a DC for this check. On a success, you can open the door, window, container, or gate. If it is not especially sturdy, it may be damaged by the attempt. On a failure, the attempt jams the door, window, container, or gate shut, imposing disadvantage on future attempt to force it open. Additionally, any fragile objects within it are broken.

Grapple

As an action, or replacing one of your attacks when you take the Attack action, you can attempt to grapple a creature. Make an Athletics check opposed by an Athletics or Acrobatics (target's choice) check. You must have at least one hand free in order to grapple. On a success, the target is Grappled. The target can attempt an Athletics or Acrobatics check on their turn as an action or by replacing one of their attacks as part of the Attack action to escape the grapple. While grappled, if the target is one size larger than your or smaller, its speed is set to 0, and you treat all movement as difficult terrain. When you move, the target moves with you, moving into the space you just left. You can also move the target around you as though you were moving, still treating it as difficult terrain. If the creature is more than one size larger than you, its speed is not set to 0, and whenever it moves you move with it. For exceptionally large creatures, you may be able to climb the creature using the rules above.

Jumping

Any character can long jump up to their Strength score in feet or high jump up to 3 + their Strength modifier in feet by moving at least 10 feet in a straight line in the same direction as the jump beforehand. Making a DC 15 Athletics check allows a character to jump this distance without moving beforehand. If this check is failed, the distances are halved.   Additionally, a character can make a DC 10 Athletics checks to attempt to leap over a short object while making a long jump, up to a quarter of the jump's distance. If this check if failed, the character hits the barrier.   During a high jump, a character can extend their arms about themselves during the jump. This allows them to reach above a distance equal to the height of the jump plus 1½ times the character's height. The character cannot grapple a creature or make an attack while jumping in this way.

Shove

As an action, or replacing one of your attacks when you take the Attack action, you can attempt to shove a creature. Make an Athletics check opposed by an Athletics or Acrobatics (target's choice) check. On a success, you push the creature in a straight line 5 feet away from you. If you exceed the target's opposed check by 10 or more, you can instead push the creature up to 10 feet in a straight line away from you. Alternatively, you can force the creature Prone.

Swim

All characters can swim, treating movement in water as difficult terrain. A creature without a swim speed must make an Athletics check in turbulent, choppy, or otherwise dangerous waters. The DC for this is decided by the GM. Failing this check causes you to start sinking into the water at a rate of 10 feet per round. In order to attempt to resurface, you must succeed on the Athletics check.

Deception (Cha)

You can trick and mislead others using disguises, lies, and other forms of subterfuge. Deception often has a drawback if you get found out, and it's often best to be out of town by the time this happens.

Create a Diversion

As an action, with a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. Attempt a Deception check opposed by the target's Perception or Insight (target's choice) check. On a success, you are considered to be hidden from the target until the end of your next turn or until you do anything other than moving up to half your speed. If you make an attack, you have advantage on that attack and then you are no longer hidden after it hits or misses. Any creature you divert the attention of in this way has advantage against any attempt to divert its attention within the next minute.

Lie

You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check opposed by an Insight check of every creature you are trying to fool. The GM might give them advantage based on the situation and the nature of the lie you are trying to tell.

Feint (Proficient Only)

As an action, or replacing one of your attacks when you take the Attack action, you can make a misleading flourish, leaving an opponent unprepared for your real attack. Attempt a Deception check opposed by your target's Perception or Insight (target's choice). On a success, you have advantage on your next melee weapon attack against the target before the end of your next turn.

History (Int)

History measures how much you know about the history of sentient races and civilization.

Decipher Writing

When you encounter particularly archaic texts, the GM might require you to Decipher the Writing before you can understand it. This usually takes 1 minute per page, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, or at least a language you know a descended language of—such as how Cetandari came from Cavellan, though the GM might allow you to attempt to decipher text written in an unfamiliar language if it is related to one you know.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Recall Knowledge

You can seek to recall information you have previously learned about ancient cultures, civilizations, or creatures of historic significance (such as kings or queens of fallen kingdoms), similar.

Insight (Wis)

You are keen at discovering faults in actions and speech, and seeking out the truth. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the passive Deception of the target, an active opposed Deception check from the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.

Sense Motive

You can try to tell whether a creature's behavior is abnormal.

Intimidation (Cha or Str)

You bend others to your will using threats. Unlike with deception or persuasion, intimidation is typically a blunt instrument with little room for nuance or care.

Coerce

With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check opposed by an Insight check from the target, modified by any circumstances the GM determines. If successful, the target gives you the information you seek or agrees to follow your directives so long as they aren't likely to be harmed in any way. The target continues to comply for an amount of time determined by the GM, but not exceeding 1 day total or 1 hour away from you, at which point the target becomes unfriendly if it wasn't already. They may decide to act against you—for example, by reporting you to the authorities or assisting your enemies.

Demoralize

As a bonus action, you can make a sudden shout, a well-timed taunt, or a cutting put-down and shake someone's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check opposed by the target's Insight check. If the target doesn't understand the language you are speaking, or you aren't speaking a language, you have disadvantage on your check. Regardless of your result, the target cannot be demoralized by you again for 10 minutes. On a success, the target is frightened of you until the end of your next turn.

Investigation (Int)

Taking a close look over things, you seek to point out miniscule details.

Investigate

As an action, you can seek to investigate an object, or up to a 5 foot square of the object if it is particularly large. You need not touch the object, but must be close enough to make out fine details. The standard DC for this is 15, but the GM may set a different DC depending on the situation and object. On a success, you learn a small secret about the object, if any exist.

Medicine (Wis)

You can patch up wounds and help people recover from diseases and poisons.

Recall Knowledge (Proficient Only)

As an action, you can seek to recall knowledge about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed.

Administer First Aid

As an action, you perform first aid on an adjacent creature that is or Bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
  • Stabilize. Attempt a Medicine check on a creature that has 0 Hit Points and has the dying condition. The DC is equal to 10 + 5 times the number of failed death saving throws the creature has.
  • Stop Bleeding. Attempt a Medicine check on a creature that is taking persistent bleeding damage. The DC is usually the DC of the effect that caused the bleeding. If there is no set DC, the DC is 10.
If you succeed, the target loses the dying condition but remains unconscious at 0 hit points. If you're trying to stop bleeding, the target stops bleeding but this does not prevent the creature from bleeding again from the same or a different effect.   If you roll a natural 20 on the die to cure the dying condition, the creature instead regains 1 hit point and becomes conscious. If you roll a natural 1 on the die to cure the dying condition, the target gains a failed saving throw.   You can only use this action if you are wearing or holding a Healer's Kit.

Treat Disease (Proficient Only)

You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next saving throw against the disease. On a success, the target has advantage on its next saving throw against the disease. If you roll a natural 1 on the die to Treat a Disease, the target has disadvantage on its next saving throw against the disease.   You can only use this action if you are wearing or holding a Healer's Kit.

Treat Poison (Proficient Only)

As an action, you treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison. On a success, the target has advantage on its next saving throw against the poison. If you roll a natural 1 on the die to Treat a Poison, the target has disadvantage on its next saving throw against the poison.   You can only use this action if you are wearing or holding a Healer's Kit.

Treat Wounds (Proficient Only)

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). Once you do so, the creature cannot have wounds treated in this way again for 1 hour (including the time spent treating the wounds, so 50 minutes after treating the creature).   The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you succeed on the check, you can continue treating the target to grant additional healing. If you treat it for a total of an hour, double the Hit Points it regains from Treat Wounds.   If you succeed, the target regains 2d8 hit points and loses one lasting wound, if it has any. If you roll a natural 1 on the die to Treat Wounds, the target instead takes 1d8 slashing damage. This damage cannot be reduced in any way.   You can only use this action if you are wearing or holding a Healer's Kit.

Nature (Int or Wis) (Proficient Only)

You know about the natural world.

Recall Knowledge (Proficient Only)

You can seek to recall knowledge about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, fey, and plants), the Plane of Faerie, and the Elemental Planes.

Identify Magic

Once you discover an item, location, or ongoing effect that is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. On a success, you learn any means of activating the magical effect, the effect's name, and what it does. You do not necessarily learn whether it is cursed or not.   Alternatively, you can attempt to identify magic as a reaction to seeing a Divine spell being cast that has its origins in a primal nature, such as the magic of a Druid. What spells qualify for this, if any, is up to the GM. To do so, the spell must have visual or audible components, and so you cannot attempt to identify a spell affected by the Subtle Spell metamagic. The DC for this generally equals 10 + the spell's level, but the GM may raise this for rare spells or may lower it if it is a spell you know.

Identify Fauna and Flora

As an action, you can attempt to identify fauna or flora you find. This includes animals, plants, and fey. The GM might grant this as a free action for characters who are intimately connected to nature, such as druids, rangers, and seekers. The DC is listed on the monsters and the GM will know what information you learn depending on your roll. Once you attempt to identify a creature in this way, you cannot do so again against the same creature until you finish a long rest.

Perception (Wis)

Your Perception indicates how good you are at noticing things around you without looking closely.

Seek

As an action, you scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the amount of time it takes to Seek a particularly cluttered area.   The GM attempts a single secret Perception check for you and compares the result to any opposed Stealth checks of any hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). On a success, you notice the creature or concealed object.

Performance (Dex or Cha)

You are skilled at a form of performance, using your talents to impress a crowd or make a living.

Perform

As an action or longer, as decided by the GM, you make a brief performance—a song, a quick dance, or a few jokes. This action is most useful when you want to improve your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Persuasion checks against the observers. The GM sets the DC of this check, if any exists at all. On a success, the observers are assumed to appreciate the quality of your performance.

Persuasion (Cha)

You influence others through negotiation and flattery, or find out information through friendly chats.

Gather Information

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. On a success, you learn general information about the individual or topic.

Psionics (Int) (Proficient Only)

Psionics measures how much you know about psionic powers and creatures.

Identify Power

Once you discover an item, location, or ongoing effect that is psionic, you can spend 10 minutes to try to identify the particulars of its psionic power. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Trapped psionics or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. On a success, you learn any means of activating the magical effect, the effect's name, and what it does. You do not necessarily learn whether it is trapped or not.   Alternatively, you can attempt to identify a psionic power as a reaction to seeing a it being manifested. To do so, the power must be able to be perieved, and so you cannot attempt to identify a power affected by the Unsensed Power metapsionics. The DC for this generally equals 10 + the power's order—or 12 + the power's order for powers of 4th-order or higher, but the GM may raise this for rare powers or may lower it if it is a power you know.

Recall Knowledge

You can seek to recall information you have previously learned about psionic theories, traditions, creatures (such as psi-bound constructs), and the Plane of Thought.

Religion (Int or Wis)

The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how divine magic works, though your training imparts a religious slant to that knowledge.

Recall Knowledge (Proficient Only)

You can seek to recall information you have previously learned about divine theories, magic traditions, creatures of divine significance (such as celestials and fiends), similar.

Decipher Writing

When you encounter texts of a religious nature, including allegories homilies, and proverbs, the GM might require you to Decipher the Writing before you can understand it. This usually takes 1 minute per page, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, through the GM might alow you to attempt to decipher text written in an unfamiliar language if it is related to one you know, such as deciphering Red Draconic while knowing High Draconic.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Identify Magic

Once you discover an item, location, or ongoing effect that is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. On a success, you learn any means of activating the magical effect, the effect's name, and what it does. You do not necessarily learn whether it is cursed or not.   Alternatively, you can attempt to identify magic as a reaction to seeing a Divine spell being cast. To do so, the spell must have visual or audible components, and so you cannot attempt to identify a spell affected by the Subtle Spell metamagic. The DC for this generally equals 10 + the spell's level, but the GM may raise this for rare spells or may lower it if it is a spell you know.

Sleight of Hand (Dex)

You are trained in a particular set of skills favored by thieves and miscreants.

Palm an Object

As a bonus action, you pick up a small, unattended object and try not to be noticed. Roll a single Sleight of Hand check opposed by a Perception check of all creatures who are currently observing you. You can typically only Palm Objects of one pound or less, though the GM might determine otherwise depending on the situation. On a success, the creatures don't notice you palming the object.

Steal

As an action, you try to take a small object from another creature without being noticed. Typically, you can Steal only an object of one pound or less, and you automatically fail if the creature who has the object is in combat or on guard.   Attempt a Sleight of Hand opposed by a Perception check from the target. The GM may vary the checks for this depending on the item you are attempting to Steal, such as imposing disadvantage on your Sleight of Hand check if you are trying to take a very small object from a large pack or a sheet of parchment mixed in with other documents.   You might also need to compare your rolled Sleight of Hand check against the Perception checks of observers other than the person wearing the object.   On a success, you take the item without the bearer noticing.

Disable a Device (Proficient Only)

As an action, you attempt to disarm a trap or another complex device. Often, a device requires numerous successes before becoming entirely disabled, depending on its construction and complexity. Many devices, though not all, require a set of Thieves' Tools in order to disable. The DC for this check is determined by the GM and may be raised or lowered depending on actions taken prior to attempting to disable it, such as using acid to help melt a lock open. On a success, you disable the device, or you achieve one success toward disabling a device that requires more than one success.

Pick a Lock (Proficient Only)

As an action, you can attempt to pick a lock. Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick. Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit, imposing disadvantage on your check. On a success, ou open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny (using an Investigation check with a DC equal to your Sleight of Hand check made to open the lock). If you roll a natural 1 on the check to open a lock, you break your toolkit and leave behind obvious damage.

Stealth (Dex)

You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.

Conceal an Object

As a bonus action, you hide a small object on your person that weighs no more than 5 pounds. When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's opposed passive Perception check. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can make a Perception check against your Stealth DC (finding the object on a success).   You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters searching for the item in the area must make an Investigation check opposed by your Stealth DC to determine whether they find the object.

Hide

You huddle behind an object large enough to grant at least half cover or light concealment and attempt to hide. The GM rolls your Stealth check in secret and compares the result to the passive Perception of each creature walking by. Any creature actively searching for you instead makes a Perception check to find you, opposed by your Stealth check. If you have three-quarters cover or heavy concealment, you have advantage on your Stealth check.   You are hidden from any creature that your Stealth check exceeds the Perception check or passive Perception of. Once a creature becomes aware of you, you cannot Hide from it again unless you are behind three-quarters cover, heavy concealment, or greater and move at least 10 feet while remaining in cover or concealment.

Sneak

As part of your movement, you attempt to move to another place while staying hidden. Moving in this way takes twice as much movement, but is not considered difficult terrain.   At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the passive Perception of any creature unaware of you, or the opposed Perception check of any creature searching for you. If you have three-quarters cover, heavy concealment, or better, you have advantage on your Stealth check. Any creature that you were not hidden from at the beginning of this sneaking still knows where you are when you finish sneaking.

Survival (Wis)

You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.

Subsist

Over the course of 1 hour, you can forage for food, water, and shelter in wilderness locations. The base DC for this check is 15, though your GM may raise or lower this depending on your location. For example, it is much easier to subsist in a forest full of edible herbs and water-filled vines than it is to do so in a dry, hot desert. If you seek out food and water in this way for 8 hours instead of 1 hour, you have advantage on your check. On a success, you find enough food and water for 1 person, plus one additional person for every 10 points which you exceed the DC by.

Sense Direction

Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction.

Cover Tracks (Proficient Only)

You cover your tracks, moving up to half your travel Speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your passive Survival if it is higher than the normal DC to Track.   In some cases, you might Cover Tracks in an encounter. In this case, Covering the Tracks of a combat requires at least 1 minute per combatant included in the combat.

Track (Proficient Only)

You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.   In some cases, the creature you are tracking has been in an encounter. If this is the case, and the creature did not Cover its Tracks, you have advantage on the check for the next hour.   You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
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