list: API endpoint for returning a list of skills.
retrieve: API endpoint for returning a particular skill.

GET /v2/skills/?format=api&ordering=name
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 20,
    "next": null,
    "previous": null,
    "results": [
        {
            "key": "acrobatics",
            "descriptions": [
                {
                    "desc": "An Acrobatics check allows a character to perform gymnastic feats such as rolling under a closing gate, swinging across a chasm on a rope, or keeping their balance on a narrow ledge. The most commonly used ability score is Dexterity. A character might use Strength to perform acrobatics while carrying a heavy burden or Constitution to do so against a heavy wind.\nSpecialties: balancing, escape artistry, swinging, tumbling.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Stay on your feet in a tricky situation, or perform an acrobatic stunt.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Acrobatics",
            "document": "core",
            "ability": "dex"
        },
        {
            "key": "animal-handling",
            "descriptions": [
                {
                    "desc": "Animal Handling allows a character to train or control a domesticated animal, to handle a steed, or to communicate nonaggression to a wild beast. The most commonly used ability score is Wisdom. A character might use Charisma to command an animal's attention, Strength to stay mounted on a rampaging bull, or Dexterity to stand on the back of a galloping horse.\nSpecialties: calming, driving, farming, riding, training.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Calm or train an animal, or get an animal to behave in a certain way.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Animal Handling",
            "document": "core",
            "ability": "wis"
        },
        {
            "key": "arcana",
            "descriptions": [
                {
                    "desc": "Arcana measures a character's knowledge of magic and magical creatures. It can also be used to sense whether an area has magical qualities. The most commonly used ability score is Intelligence. A character might use Dexterity to trace a complicated magical rune, or Wisdom to read very carefully and protect their sanity while interpreting forbidden eldritch secrets.\nSpecialties: aberrations, constructs, detection, dragons, elementals, fey, forbidden knowledge, monstrosities, oozes, the planes.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Recall lore about spells, magic items, and the planes of existence.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Arcana",
            "document": "core",
            "ability": "int"
        },
        {
            "key": "athletics",
            "descriptions": [
                {
                    "desc": "A character makes an Athletics check to perform unusually difficult feats of swimming, running, climbing, or jumping. The most commonly used ability score is Strength. A character might use Dexterity to climb a smooth wall for a short distance or to jump onto a moving creature, Constitution to perform an athletic activity for more than a minute, or Intelligence to keep track of opposing players in a complex sport.\nSpecialties: climbing, jumping, lifting, running, swimming, throwing.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:\r\n* You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.\r\n* You try to jump an unusually long distance or pull off a stunt midjump. \r\n* You struggle to swim or stay afloat in treacherous currents, storm-­‐‑tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Jump farther than normal, stay afloat in rough water, or break something.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Athletics",
            "document": "core",
            "ability": "str"
        },
        {
            "key": "a5e-ag_culture",
            "descriptions": [
                {
                    "desc": "A Culture check allows a character to know the customs, laws, trade in regional products, and etiquette of cultures other than their own (a character is presumed to know about their own culture and background without requiring an ability check). Culture can also be used to communicate simple concepts with creatures whose language is unknown to a character. The most commonly used ability score is Intelligence. A character might use Wisdom to avoid social blunders, Dexterity to perform an unfamiliar dance, or Charisma to track down a seller of a hard-to-find item.\nSpecialties: courtly manners, etiquette, laws, linguistics, regional goods, streetwise, trade.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                }
            ],
            "name": "Culture",
            "document": "a5e-ag",
            "ability": "int"
        },
        {
            "key": "deception",
            "descriptions": [
                {
                    "desc": "The Deception skill is used when a character lies, misleads, or hides the truth whether verbally or otherwise. This ability check may be made against a DC set by the Narrator or may be opposed by a target's Insight check. The most commonly used ability score is Charisma. A character might use Intelligence to compose a cipher or Constitution to conceal the effect of a wound or attack.\nSpecialties: boasting, ciphers, concealing emotions, mimicry.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-­talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Tell a convincing lie, or wear a disguise convincingly.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Deception",
            "document": "core",
            "ability": "cha"
        },
        {
            "key": "a5e-ag_engineering",
            "descriptions": [
                {
                    "desc": "An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics. The most commonly used ability score is Intelligence. A character might use Dexterity to construct a tiny device or Strength to build a wall without assistance.\nSpecialties: architecture, chemistry, explosives, gadgetry, mathematics, mechanical traps, siegecraft.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                }
            ],
            "name": "Engineering",
            "document": "a5e-ag",
            "ability": "int"
        },
        {
            "key": "history",
            "descriptions": [
                {
                    "desc": "The History skill measures a character's knowledge of past events. Intelligence is nearly always the ability score used with this skill.\nSpecialties: arts, empires, genealogy, legends, wars.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Recall lore about historical events, people, nations, and cultures.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "History",
            "document": "core",
            "ability": "int"
        },
        {
            "key": "insight",
            "descriptions": [
                {
                    "desc": "An Insight check can be used for reading a creature's intentions or motives. The most commonly used ability score is Wisdom. A character might use Dexterity to interrupt an enemy's sudden action.\nSpecialties: detecting lies, reading emotions, sensing motives.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Discern a person's mood and intentions.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Insight",
            "document": "core",
            "ability": "wis"
        },
        {
            "key": "intimidation",
            "descriptions": [
                {
                    "desc": "A character makes an Intimidation check to alter someone's behavior by frightening or threatening them. A single Intimidation check can also be used as part of an interrogation, though further checks rarely offer different results. The Narrator sets the DC of the check based on the target's bravery and the circumstances of the check; some creatures can't be intimidated. The most commonly used ability scores for Intimidation checks are Charisma (for verbal threats) and Strength (for physical threats). A character might use Wisdom to discern a creature's weak point, and a spellcaster might use their spellcasting ability score to summon frightening energies.\nSpecialties: authority, ferocity, interrogation, subtle threats, weapon displays.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Awe or threaten someone into doing what you want.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Intimidation",
            "document": "core",
            "ability": "cha"
        },
        {
            "key": "investigation",
            "descriptions": [
                {
                    "desc": "Investigation is used for actively searching, looking for clues, gathering information, experimentation, and research. The most commonly used ability score is Intelligence. A character might use Charisma to gather rumors or Wisdom to intuit which tomes and books in a library will be the most efficacious.\nSpecialties: appraisal, deciphering, forensics, gathering rumors, research, trapfinding.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Find obscure information in books, or deduce how something works.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Investigation",
            "document": "core",
            "ability": "int"
        },
        {
            "key": "medicine",
            "descriptions": [
                {
                    "desc": "A character can perform a Medicine check to stabilize a dying creature, treat or diagnose a disease or poison, or determine a cause of death. The most commonly used ability score is Wisdom. A character might use Intelligence to diagnose a rare poison or Constitution to nurse someone through a lengthy and dangerous illness.\nSpecialties: animals, autopsy, diseases, herbalism, poisons.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Diagnose an illness, or determine what killed the recently slain.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Medicine",
            "document": "core",
            "ability": "wis"
        },
        {
            "key": "nature",
            "descriptions": [
                {
                    "desc": "The Nature skill measures a character's knowledge of natural terrains, beasts, plants, and hazards. It can also be used to sense whether a creature is the product of this world or of another plane of existence. Unlike Survival, the Nature skill doesn't necessarily imply practical experience with a phenomenon. The most commonly used ability score is Intelligence. A character might use Wisdom to recognize a hazard or Charisma to bring calm to an errant elemental presence disrupting an abandoned druid's grove.\nSpecialties: astronomy, beast lore, farming, fey, plant lore, weather.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Recall lore about terrain, plants, animals, and weather.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Nature",
            "document": "core",
            "ability": "int"
        },
        {
            "key": "perception",
            "descriptions": [
                {
                    "desc": "A character's Perception measures what they are able to see, hear, or otherwise sense (unlike Investigation, Perception doesn't involve approaching, searching, or handling an object of study.) The most commonly used ability score is Wisdom. A character might use Constitution for a long stretch of sentinel duty, or Intelligence to pick up on changes to the type of stone bricks used deeper than elsewhere in a dungeon. \nSpecialties: farsight, invisible objects, listening, scent.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Using a combination of senses, notice something that's easy to miss.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Perception",
            "document": "core",
            "ability": "wis"
        },
        {
            "key": "performance",
            "descriptions": [
                {
                    "desc": "A Performance check allows a character to entertain an audience with singing, acting, or the like. It also allows a character to write or compose music, literature, or other artistic endeavors to entertain future audiences. The most commonly used ability score is Charisma, especially for performances before an audience. Writing, composing, or painting might instead use Intelligence or Wisdom. A display of martial prowess might require Dexterity or Strength. \nSpecialties: acting, composing, dancing, fine art, singing, speaking, writing.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Act, tell a story, perform music, or dance.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Performance",
            "document": "core",
            "ability": "cha"
        },
        {
            "key": "persuasion",
            "descriptions": [
                {
                    "desc": "A character makes a Persuasion check to convince or influence someone through logic, flattery, or negotiation (unlike a Deception check, a Persuasion check is made in some degree of good faith.) The Narrator sets the DC of the Persuasion check based on what the character is asking for and how the target feels about the character; some persuasion attempts may be impossible. The most commonly used ability score is Charisma. Wisdom might be used for gauging what offers would sway a creature, or Intelligence if it is a matter entirely about logic.\nSpecialties: bribery, flattery, leadership, negotiation, peacemaking.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Honestly and graciously convince someone of something.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Persuasion",
            "document": "core",
            "ability": "cha"
        },
        {
            "key": "religion",
            "descriptions": [
                {
                    "desc": "Religion measures a character's knowledge of gods, religions, rites, and systems of morality. A character can also try to use it to sense if a place, person, or object has the Good or Evil alignment traits or a holy or unholy aura. The most commonly used ability score is Intelligence. Wisdom is used for sensing alignment and determining whether an action is moral according to a particular philosophy. Charisma can be used for preaching.\nSpecialties: alignment, celestials, cults, fiends, holy symbols, gods, morality, prophecy, undead.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Recall lore about gods, religious rituals, and holy symbols.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Religion",
            "document": "core",
            "ability": "int"
        },
        {
            "key": "sleight-of-hand",
            "descriptions": [
                {
                    "desc": "A character makes a Sleight of Hand check to perform legerdemain, pickpocket, hide an object on another creature, make a concealed hand signal, or otherwise deceive the eyes with feats of agility. Dexterity is nearly always the ability score used with this skill. \nSpecialties: distraction, pickpocketing, legerdemain.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Pick a pocket, conceal a handheld object, or perform legerdemain.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Sleight of Hand",
            "document": "core",
            "ability": "dex"
        },
        {
            "key": "stealth",
            "descriptions": [
                {
                    "desc": "Stealth is used to hide or avoid notice. A creature's Stealth check is usually opposed by a potential observer's Perception check. The most commonly used ability score for Stealth is Dexterity. Constitution might be used for staying still for a very long time, Intelligence for casing out an unfrequented route, and Charisma for blending anonymously into a crowd. \nSpecialties: anonymity, camouflage, casing.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Escape notice by moving quietly and hiding behind things.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Stealth",
            "document": "core",
            "ability": "dex"
        },
        {
            "key": "survival",
            "descriptions": [
                {
                    "desc": "The Survival skill allows a character to perform the tasks necessary to thrive in the wilderness: hunting, tracking, avoiding natural hazards, and traveling without getting lost (unlike Nature, a Survival check doesn't imply knowledge of the trouble you're avoiding or tracking.) The most commonly used ability score is Wisdom. A character might use Constitution to weather a storm or Intelligence to follow a route marked on an old map.\nSpecialties: dungeoneering, foraging, hunting, tracking, wayfinding.",
                    "document": "a5e-ag",
                    "gamesystem": "a5e"
                },
                {
                    "desc": "The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.",
                    "document": "srd-2014",
                    "gamesystem": "5e-2014"
                },
                {
                    "desc": "Follow tracks, forage, find a trail, or avoid natural hazards.",
                    "document": "srd-2024",
                    "gamesystem": "5e-2024"
                }
            ],
            "name": "Survival",
            "document": "core",
            "ability": "wis"
        }
    ]
}