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Dungeons & Dragons 5th Edition skill

Religion

Religion is a skill in Dungeons & Dragons 5th Edition: Knowing gods, rites, holy symbols, church hierarchies, and the secret cults that oppose them.

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Key facts

Ability
INT

Overview

Religion is the Intelligence skill for the divine as knowledge: naming the deity a temple honors, recognizing the ritual a cult is performing, or knowing which prayer will calm a fearful congregation. It covers established faiths and heresies alike. It comes up in temples, in dealings with clergy, and whenever the villains are cultists, fiends, or undead. GMs also use it to explain what a strange altar is for before someone touches it.

How it works

Ability: Intelligence (not Wisdom, even though Clerics cast with Wisdom) Common checks: Recalling lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Typical DCs: 10 to name a major god from its symbol, 15 to recognize a specific rite, 20 or more to identify a forbidden cult or an obscure sect's doctrine. Proficiency: On the lists for Cleric, Druid, Monk, Paladin, Sorcerer, Warlock, and Wizard, and granted by the Acolyte background. Monsters: Lore about celestials, fiends, and undead usually falls under Religion.

Tips and playstyle

Best for: Clerics and Paladins for flavor, Wizards for the Intelligence score that drives it. Character concepts: Priest, theologian, exorcist, temple guard, lapsed acolyte, cult survivor. Synergies: Pairs with History for understanding old churches and with Arcana for planar beings. Insight helps tell a true believer from a pretender.

Frequently asked questions

Why is my Cleric bad at Religion?

Because it uses Intelligence and Clerics prioritize Wisdom. Take proficiency to compensate, or let the party Wizard handle the theology.

Does Religion help against undead or fiends?

It can tell you what they are and what they fear. Fighting them still uses your normal attacks, spells, and features like Turn Undead.