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Religion

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

Intelligence

Description

Religion covers knowledge of deities, religious rites, holy symbols, sacred texts, divine magic, the afterlife, undead, and the structure of divine power in the world. A character with high Religion understands not just their own faith, but the entire theological landscape — including the faiths of enemies and allies alike.

Check

The GM calls for a Religion check when recalling theological knowledge or interpreting divine signs and symbols.

Difficulty DC
Easy10
Medium15
Hard20
Very Hard25
Nearly Impossible30

Common Uses

  • Identifying a deity's holy symbol, dogma, or sacred sites
  • Recalling the hierarchy and structure of a religious organization
  • Understanding the nature and weaknesses of undead creatures
  • Recognizing celestials, fiends, and their divine affiliations
  • Deciphering sacred texts, prayers, or ritual instructions
  • Knowing the correct protocols and prayers for a religious ceremony

Passive Score

Passive Religion (10 + modifier) may be used when the GM wants to determine whether a character automatically recognizes a common holy symbol, a widely known religious practice, or a major deity's iconography without requiring a roll.

Proficiency

Religion is a class skill for Clerics and Paladins. Monks also frequently have it. It is one of the four knowledge skills and is most valuable in campaigns involving divine conflict, undead threats, or religious political intrigue.

Special

  • Cleric: Religion is a class skill; Clerics as divine scholars often have the party's deepest theological knowledge alongside their casting.
  • Turn Undead: Mechanically separate from Religion, but a high Religion score provides the lore context — which types of undead are affected, how to interpret the results, and what counter-measures undead cults might employ.
  • Acolyte background: Grants Religion and Insight proficiency — the most common background for devoted religious characters of any class.
  • Commune (spell): Allows direct divine consultation on yes/no questions — a fallback when Religion checks fail on esoteric theological questions.
  • Divine Intervention: Flavor connection — a Cleric with high Religion understands the protocols, prayers, and circumstances under which divine intervention is most appropriate to request.
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