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Persuasion (Dungeons & Dragons 5th Edition)

Skills

Definition

Persuasion is the Charisma skill for legitimate influence: negotiating a price, convincing a captain to lend her ship, or talking a crowd down from a riot. It works through sincerity, etiquette, and appeal to what the other side wants. It comes up in nearly every conversation with stakes. It is the default social skill and the one GMs reach for when the party asks for help, favors, or a second chance.

How it works

**Ability**: Charisma **Common checks**: Negotiating deals, requesting aid, inspiring a group, mediating a dispute, gaining an audience with someone important. **Typical DCs**: 10 to get a friendly NPC to do something cheap, 15 to move an indifferent one, 20 or more to sway someone hostile or ask for something costly. Attitude matters as much as the argument. **Limits**: Persuasion cannot make an NPC act against their nature or give up something they consider vital; a great roll gets the best outcome the NPC would ever agree to. **Proficiency**: On the lists for Bard, Cleric, Paladin, Rogue, and Sorcerer.

Tips

**Best for**: Bards, Paladins, Sorcerers, and Warlocks, the Charisma classes. One proficient face per party is enough. **Character concepts**: Diplomat, merchant, priest, guild negotiator, charming rogue, war leader. **Synergies**: Insight tells you which argument will land. Reputation, gifts, and leverage often grant advantage; a poorly chosen approach may deny a roll entirely.

Frequently asked questions

Can a high Persuasion roll make an NPC do anything?

No. The GM sets what is possible before the roll. Persuasion picks the best realistic outcome; it is not mind control.

Should the whole party roll Persuasion?

Usually one person speaks and rolls, with others helping to grant advantage. Multiple rolls just multiply chances of a bad one.