Einlanzer0
Explorer
In general I like the way 5e handled skills-as-ability checks, but I feel the final lineup had some arbitrary choices that could have been better, and I think that 1/2 proficiency and 1.5x proficiency should have been handled in a more formal way to provide some basic tiering to competence levels. Here's my revamped list:
There are three proficiency levels for skills and tools - Dabbler, Skilled, and Expert. This already exists in the core rules; this section just helps formalize it into a true system that is supported by a couple of new feats.
Skilled is gained normally by all characters while Expert and Dabbler are generally less common and granted through various feats and class features.
On your character sheet, use a horizontal line in the skill bubbles to denote dabble proficiency, a checkmark for skilled, and an x for expert.
New & Removed Skills
Animal Handling (Removed)
Rolled into the new skill Bonding, with some bonuses tied to feats or backgrounds
History, Nature, & Religion (Removed)
Combined into the new Knowledge skill along with other types of cultural knowledge & folklore.
Perception (Removed)
Perception is now always passive, so it is no longer in the skill list. All adventurers can be considered "skilled" in perception. Your perception score is equal to 10 + Proficiency bonus + Wisdom modifier (sidenote - I handle Initiative the same way with Dex instead of Wis). Investigation is used in place of "active perception" in most cases, though there may be exceptions.
Endurance (New)
Endurance is split off from Athletics for activities involving any active, long-term exertion of physical effort that are less about "bursts of strength" and more about staving off fatigue or injury/illness. There's a bit of a think line between what is a constitution saving throw vs what is an Endurance (con) check, so I plan to refine the rules a bit here.
Focus (New)
Focus is the mental analogue of Endurance. It may come into play in a variety of situations, but it is most commonly used with revised Concentration rules, making it a very useful skill for all spellcasters. Concentration checks are still made as normal (con saving throws) when taking damage, however, there are new rules for casting concentration spells in general involving the Focus skill that are an attempt at making it a more interesting and risky but flexible mechanic. Yes, I realize this gives wisdom a more central role for all spell-casters, and frankly that's what I want it to do. Other attributes are beefed up in various ways as well such as revised weapon/armor tables giving strength a much more significant role and intelligence granting a bonus proficiency for 13+ and having a much more useful skill list.
Grappling (New)
Grappling is separated from Athletics. It follows the same rules otherwise with some expansion from homebrew content.
Knowledge (New)
Holds all common forms of knowledge that individuals may acquire through normal formal academics or pursuit of hobbies, including history, politics, and religion. Skilled denotes someone who has an above-average general education level as a result of spending time in a university setting or some equivalent activity.
Characters may receive bonuses to specific types of knowledge checks based on their backgrounds.
Machinery (New)
Governs all advanced knowledge of machinery and non-magical mechanics, generally including the latest scientific and mathematical principles and how they are applied to non-magical devices and constructs.
Bonding (New)
Used for care-giving, handling animals, animal/human companionship, and attuning with sentient items among a handful of lesser things. This is intentionally a bit of a catchall, including taking on some aspects of the former Medicine (Wis).
Tactics (New)
Tactics replaces the Hero Point system from the DMG using the original functionality of Inspiration. It allows you to situationally use your bonus action or reaction to adjust advantages between yourself or your opponent in combat based on battle precognition
The DC for accomplishing this can vary substantially by context, and it can sometimes lead to contested skill checks, similar to Grappling, as you attempt to outmaneuver your opponent.
Note: Inspiration still exists separately, but instead grants d4 bonuses and uses the Angry DM's inspiration-claim variant.
- Strength – Athletics, Grappling
- Dexterity – Acrobatics, Legerdemain, Stealth
- Constitution – Endurance
- Intelligence – Arcana, Knowledge, Investigation, Medicine, Machinery, Tactics
- Wisdom – Bonding, Focus, Insight, Survival
- Charisma – Deception, Galvanizing, Intimidation, Performance, Persuasion
There are three proficiency levels for skills and tools - Dabbler, Skilled, and Expert. This already exists in the core rules; this section just helps formalize it into a true system that is supported by a couple of new feats.
- Dabbler means you use 1/2 your proficiency bonus
- Skilled means you use your proficiency bonus as normal
- Expert means you use half-again your proficiency bonus (not double as in the core rules)
Skilled is gained normally by all characters while Expert and Dabbler are generally less common and granted through various feats and class features.
On your character sheet, use a horizontal line in the skill bubbles to denote dabble proficiency, a checkmark for skilled, and an x for expert.
New & Removed Skills
Animal Handling (Removed)
Rolled into the new skill Bonding, with some bonuses tied to feats or backgrounds
History, Nature, & Religion (Removed)
Combined into the new Knowledge skill along with other types of cultural knowledge & folklore.
Perception (Removed)
Perception is now always passive, so it is no longer in the skill list. All adventurers can be considered "skilled" in perception. Your perception score is equal to 10 + Proficiency bonus + Wisdom modifier (sidenote - I handle Initiative the same way with Dex instead of Wis). Investigation is used in place of "active perception" in most cases, though there may be exceptions.
Endurance (New)
Endurance is split off from Athletics for activities involving any active, long-term exertion of physical effort that are less about "bursts of strength" and more about staving off fatigue or injury/illness. There's a bit of a think line between what is a constitution saving throw vs what is an Endurance (con) check, so I plan to refine the rules a bit here.
Focus (New)
Focus is the mental analogue of Endurance. It may come into play in a variety of situations, but it is most commonly used with revised Concentration rules, making it a very useful skill for all spellcasters. Concentration checks are still made as normal (con saving throws) when taking damage, however, there are new rules for casting concentration spells in general involving the Focus skill that are an attempt at making it a more interesting and risky but flexible mechanic. Yes, I realize this gives wisdom a more central role for all spell-casters, and frankly that's what I want it to do. Other attributes are beefed up in various ways as well such as revised weapon/armor tables giving strength a much more significant role and intelligence granting a bonus proficiency for 13+ and having a much more useful skill list.
- Casting a spell while concentrating on a spell - DC 10
- Maintaining two concentration spells (per turn) - DC 15
- Casting a spell while concentrating on two spells - DC 20
- Maintaining three concentration spells (per turn) - DC 25
Grappling (New)
Grappling is separated from Athletics. It follows the same rules otherwise with some expansion from homebrew content.
Knowledge (New)
Holds all common forms of knowledge that individuals may acquire through normal formal academics or pursuit of hobbies, including history, politics, and religion. Skilled denotes someone who has an above-average general education level as a result of spending time in a university setting or some equivalent activity.
Characters may receive bonuses to specific types of knowledge checks based on their backgrounds.
Machinery (New)
Governs all advanced knowledge of machinery and non-magical mechanics, generally including the latest scientific and mathematical principles and how they are applied to non-magical devices and constructs.
Bonding (New)
Used for care-giving, handling animals, animal/human companionship, and attuning with sentient items among a handful of lesser things. This is intentionally a bit of a catchall, including taking on some aspects of the former Medicine (Wis).
Tactics (New)
Tactics replaces the Hero Point system from the DMG using the original functionality of Inspiration. It allows you to situationally use your bonus action or reaction to adjust advantages between yourself or your opponent in combat based on battle precognition
The DC for accomplishing this can vary substantially by context, and it can sometimes lead to contested skill checks, similar to Grappling, as you attempt to outmaneuver your opponent.
Note: Inspiration still exists separately, but instead grants d4 bonuses and uses the Angry DM's inspiration-claim variant.
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