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D&D 5E Gaining Skills

SkidAce

Legend
Supporter
I like the simplified list and not having to track skill points in 5th edition.

However, when considering a situation in our current Pathfinder game, I looked but could not see any specific rules on it for 5E.

Situation:

Our rogue wants to spend some time in the city learning how to sail (no previous experience). He wants to do this because they unearthed a flying boat, and I told him the "basics" of operation were similar to water sailing.

In Pathfinder, he spends some time learning and when he gets skill points upon leveling, he adds it to his list.

How is gaining new skills handled in 5e?

The reason I am asking for advice is twofold...

(1) did I miss the rules?

(2) without some "structure", I am sure my players would love to learn every single skill via RP. (I can handle them, but still wondering what 5E intent for gaining skills is/will be)
 

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I don't think we have enough information yet to say for certain how it will work, but if I recall correctly there has been some mumblings about such things finding a home in the downtime mechanics section.
 


In the play test a couple of the feats provided training in a few skills but that's probably a bit overkill for learning how to sail
 

Should the eventual downtime rules not cover it, I would probably treat such things like I do secondary skills in 4e (stuff that was covered by the old 3e craft/profession skills). There's no real hard cap on how many you can learn, but they don't generally duplicate existing skills. If you're trained in a secondary skill and you need to roll some kind of check that relates to it, just add proficiency bonus and possibly even advantage.

If someone tried to learn more than 3 or 4 I'd probably institute a cap based on Intelligence. 1/3 Int score or something.
 



There will be feats to allow a character to learn new skills. Apart from that, though, I would be happy to let any player swap any one skill in which they were proficient for another any time they level up. As long as they observe the cap, it's all cool.
 

Essentially, it's still just an ability score check.

If its not in the downtime section, you could do something along the lines of:

Unskilled: Ability Check with disadvantage perhaps, no proficiency bonus
then every level and/or "period of downtime learning" I'd go up one tick on the following scale:
Ability check w/o disadvantage, no proficiency bonus
Ability check with full proficiency bonus
Ability check with full proficiency bonus and advantage (if warranted: such as a magical flying ship one has "attuned" to)

so 3 or four levels and/or "downtime periods" to get full mastery.

In actuality, if I, as DM, "gave" them a flying ship, I would just allow full proficiency after a reasonable "downtime" to learn it.
 

My guess is as follows:

1. There will remain feats that grant you additional skills (the playtest already has some).
2. You will be able to learn languages and tool proficiencies in your downtime.
3. Professional (as opposed to adventuring) skillsets are usually represented by tool proficiencies.

So if you want to pick up carpentry, you spend downtime training in carpenter's tools. I'm not sure what you'd use for sailing (other than navigator's tools), but if there isn't a tool, there really isn't any need to put anything on the character sheet. The skill list only has 18 skills. If it isn't on the list, it isn't a restricted character resource.
 

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