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Dungeons & Dragons 5th Edition skill

Deception

Deception is a skill in Dungeons & Dragons 5th Edition: Lying convincingly, bluffing through a checkpoint, and hiding your true intentions behind a mask.

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Key facts

Ability
CHA

Overview

Deception is the Charisma skill for making people believe things that are not true: a fake name at the gate, a bluff at the card table, a con that separates a merchant from his coin. It appears whenever the party would rather talk than fight past someone, and in any infiltration where you are pretending to belong. It also covers fast-talking your way out of trouble after the plan falls apart.

How it works

Ability: Charisma Common checks: Bluffing a guard, passing off a disguise, feigning innocence, cheating at games, misleading an interrogator. Contests: A lie is usually opposed by the target's Wisdom (Insight) check; if they are not actively suspicious the GM may compare against their passive Insight instead. Typical DCs: A believable lie that costs the listener nothing might be DC 10; a lie that contradicts what they already know pushes toward 20. Limits: Deception cannot make an impossible claim believable, and creatures with truesight or zone of truth cut through it entirely.

Tips and playstyle

Best for: Bards, Rogues, Sorcerers, and Warlocks, the classes that put Charisma first and have Deception on their skill lists. Character concepts: Con artist, spy, gambler, actor, double agent, smuggler. Synergies: Pairs with a disguise kit and with Performance for a full impostor kit. Insight lets you know when a mark is buying it.

Frequently asked questions

What is the difference between Deception and Persuasion?

Deception works by saying something untrue or hiding the truth. Persuasion works with honest arguments and goodwill. If the pitch is a lie, roll Deception.

Do I have to roll every time my character lies?

No. The GM calls for a check only when someone might see through it and the outcome matters. Small talk lies usually just work.