Skip to main content

History (Dungeons & Dragons 5th Edition)

Skills

Definition

History is the Intelligence skill for the past: who built this fortress, why two kingdoms hate each other, what the crest on a shield means, and which legend explains the curse on a valley. It comes up when the party enters ruins, meets nobility, or needs context for a political problem. GMs lean on it to feed lore without a lecture, giving the historian a reason to speak up.

How it works

**Ability**: Intelligence **Common checks**: Recalling historical events, legendary figures, ancient kingdoms, old disputes, recent wars, and vanished civilizations. **Typical DCs**: 10 for widely known events such as the last war, 15 for the founder of a regional order, 20 or more for the true name of a fallen empire or the details of a lost battle. **Proficiency**: On the Cleric, Fighter, Monk, Warlock, and Wizard skill lists. **Passive use**: GMs sometimes compare a passive History score (10 plus modifier) to hand out lore without a roll.

Tips

**Best for**: Wizards and Clerics who want a lore niche, and Fighters looking for a non-combat skill that fits a veteran. **Character concepts**: Court historian, archaeologist, old soldier, herald, antiquarian, disgraced noble. **Synergies**: Pairs with Religion and Arcana to cover most lore questions. Investigation finds the inscription; History tells you what it means.

Frequently asked questions

Does History cover my own homeland better than foreign lands?

Often yes. GMs commonly lower the DC for events close to your background and raise it for distant or secret history.

Is History useful if my GM does not run political campaigns?

It still shines in dungeons: identifying builders, reading inscriptions, and predicting what kind of guardians a culture left behind.