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Intimidation

Full rules text, use cases, and edge-case handling for this skill.

Charisma

Description

Intimidation covers influencing others through threats, hostile displays, and the projection of danger. Where Persuasion works through goodwill and Deception works through misdirection, Intimidation works through fear — making someone believe that the consequences of defiance are worse than the cost of compliance.

Check

The GM calls for an Intimidation check when you try to cow, threaten, or unsettle someone. The DC reflects how resolute the target is and how credible your threat appears.

Difficulty DC
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Common Uses

  • Threatening an NPC to extract information
  • Cowing a guard or minor official into compliance
  • Persuading someone to back down from a confrontation
  • Unsettling an enemy before or during combat
  • Establishing dominance in a tense negotiation

Note: Successful Intimidation tends to create resentment. NPCs who comply under threat may cooperate in the short term but are likely to seek revenge or report the encounter when safe. The GM should reflect these social consequences in play.

Passive Score

Passive Intimidation (10 + modifier) may reflect a character's general aura of menace — whether NPCs naturally treat them with wariness or deference without a specific threatening action.

Proficiency

Intimidation proficiency is common among Fighters, Barbarians, and characters with backgrounds suggesting a rough or fearsome reputation (Criminal, Soldier, Sailor). Strength-based characters sometimes substitute Strength for Charisma on Intimidation checks with GM permission, reflecting physical menace over social skill.

Special

  • Barbarian (Instill Fear, optional): Some Barbarian subclasses (e.g. Berserker's Intimidating Presence) use Intimidation as a combat action to frighten nearby creatures.
  • Menacing (feat): Proficiency in Intimidation; once per short rest, use Intimidation as a bonus action to frighten a creature (Wisdom save).
  • Strength-based Intimidation: The PHB notes that the GM may allow Strength (Intimidation) checks when physical menace — size, scars, weapons — is the operative factor rather than personal charisma.
  • Frightened condition: A creature that fails an Intimidation-triggered fear save gains the frightened condition — disadvantage on ability checks and attack rolls while the source is in sight, and cannot willingly move closer to it.
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