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Dungeons & Dragons 5th Edition skill

Intimidation

Intimidation is a skill in Dungeons & Dragons 5th Edition: Getting what you want through threats, menace, and the credible promise of violence.

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Key facts

Ability
CHA

Overview

Intimidation is the Charisma skill for coercion: staring down a bandit until he drops his blade, extracting a name from a captured cultist, or making a corrupt official decide you are not worth the trouble. It comes up during interrogations, standoffs, and any moment when the party wants compliance faster than Persuasion can deliver. It usually costs goodwill, which makes it a tool for the moment rather than for building relationships.

How it works

Ability: Charisma Common checks: Prying information from a prisoner, convincing thugs to back off, threatening a witness into silence, making a display of strength that ends a fight early. Typical DCs: 10 to cow a cowardly bandit, 15 for a loyal guard, 20 or higher for a fanatic or someone who is more afraid of their boss than of you. Alternate ability: A GM may allow Strength (Intimidation) when the threat is physical, such as crushing a tankard in one hand. Consequences: Intimidated NPCs comply while frightened and often turn hostile once the threat is gone.

Tips and playstyle

Best for: Barbarians, Fighters, Paladins, Sorcerers, and Warlocks, which all have it on their skill lists. Character concepts: Enforcer, bounty hunter, hardened mercenary, inquisitor, gang leader. Synergies: A visible weapon, a reputation, or a demonstrated spell can grant advantage. Pairs with Insight to spot who will crack first.

Frequently asked questions

Can I use Intimidation in combat?

The core rules have no intimidate action, but many GMs allow a check as an action to make a broken enemy surrender or flee. Ask before you build around it.

Does a scary appearance replace the roll?

It can grant advantage or lower the DC, but the GM still decides whether the target is the type to be frightened at all.