Persuasion
Full rules text, use cases, and edge-case handling for this skill.
Description
Persuasion covers influencing others through tact, good faith, and reasoned argument. It is the skill of diplomats, negotiators, and those who get what they want by making others want to give it. Where Deception manipulates and Intimidation coerces, Persuasion genuinely convinces.
Check
Persuasion checks are sometimes contested by the target's Wisdom (Insight) in tense negotiations; more often the GM sets a flat DC based on the target's disposition and the reasonableness of the request.
| Difficulty | DC |
|---|---|
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Common Uses
- Negotiating a better price or terms in a deal
- Convincing an official to grant an exception or favor
- Changing the attitude of a hostile or unfriendly NPC
- Appealing to shared values, mutual interest, or logic
- Calming a tense situation through reasoned de-escalation
Attitude matters: The GM should factor in NPC attitude when setting DCs. Persuading a friendly merchant is Easy (DC 10); persuading a hostile guard is Very Hard (DC 25). No roll should be required for a clearly reasonable request from a trusted ally.
Passive Score
Passive Persuasion (10 + modifier) represents your character's natural warmth and likeability — how NPCs instinctively react to them in the absence of any particular social exchange.
Proficiency
Persuasion is the most broadly useful of the three Charisma social skills. Bards, Paladins, Sorcerers, and Warlocks commonly have it. In social-heavy campaigns, Expertise in Persuasion from Bard or Rogue is a defining character feature.
Special
- Paladin (Aura of Presence, optional): Some Paladin subclasses add Charisma modifier to Persuasion checks, stacking with proficiency.
- Charm Person (spell): Grants advantage on Charisma checks against the charmed target, including Persuasion — not a replacement but a significant boost during the effect.
- Silvery Barbs (spell, optional): Forces a reroll on a success, potentially turning an NPC's resistance to compliance — synergizes with ongoing Persuasion attempts.
- Guidance (cantrip): Adds 1d4 to any ability check, including Persuasion — worth using before important social encounters.
- Inspiring Leader (feat): Related to Charisma and social presence; characters who invest in Persuasion often take this to benefit the whole party.