Skills (2024)
  1. Homebrew Rules

Skills (2024)

Skill Proficiencies

Homebrew Skills:

Commerce (Intelligence) (Practical & Knowledge)

You are fluent in economics, business practices, and value assessment. Your Intelligence (Commerce) check covers any checks required to estimate the value of any item, analyze probable success or failure of a business, and foresee market movement. Additionally, when making any purchase, sale, or any other business transaction, you may roll a commerce roll in order to gain a beneficial deal. (Normally, DC 15 for a 10% improvement on the deal).

Perception (Not ability score dependant)

Your awareness, keenness of your senses, eavesdropping, listening, spotting obscured things or hard to see, or creatures in hiding.

Homebrew Mechanics:
A very commonly used skill in exploration. In our games Perception is not dependent on Wisdom, the wise village elder does not have super sharp hearing and sight...

You add no ability score modifiers to your Perception score, and it is a self-contained skill capturing how sharp your senses are.

Good eyes?

Aside from the usual Skill Proficiency, and Expertise gained from class, background, feats, or any other means, some people have naturally sharper senses. At character creation, and only then, you may choose to expend resources to create a character with sharper senses, in one of these two way:

  1. You may expend up to 3 of your Skill Proficiencies to gain a flat +1 bonus to your Perception skill for each skill Proficiency expended in this way (up to a +3 bonus if you expend 3)
  2. You may select the Lookout Origin Feat (Origin Feats), which grants you a flat +5 bonus to your Perception.

You can choose to use only one of these methods, and only at character creation at level 1. You can't increase the flat bonus to your Perception above 5.

Endurance

Your body is fine-tuned and you are physically and mentally capable of sustaining exertion for extended periods. You are also less vulnerable to the elements, holding your breath, exhaustion, and physical discomfort or pain.

Socializing (Charisma) (Social Interaction)

You are a people person, and fit well in every social situation, from high society to the derelicts of the city. Your Socializing (Charisma) check, measures how easily you blend in, gather gossip and information, or even plant your rumors and trails for others to follow.   

Science (Intelligence) (Lore & Knowledge)

Your Science (Intelligence) check measures your ability to recall or decipher any technical, mechanical, or scientific text, contraption, device, or theory, and can be very important to Technomancers or other classes who utilize technology.

Skills

Athletics (Dexterity)

Difficult climbing, swimming, jumping, lifting, grappling or pushing.

You can jump 1 foot for every Strength point you have without requiring a roll.

Added: Using your movement, you may attempt to cross a hostile creature's by forcing your way through.

Acrobatics (Strength)

Keeping balance, tumbling, acrobatic leaps, stunts, rolls, flips, and dives.

Added: Using your movement, you may attempt to cross a hostile creature's space by tumbling through its space.

Athletics or Acrobatics Movement Through Hostile Creature Space DC

Creature Size      Common DC

Small Creature      DC 10

Medium creature   DC 15 

Large Creature      DC 20

Success. You can use twice the movement to move through a hostile creature's square. If you end your turn on a hostile creature's square you are pushed in the direction of the creature's choosing out of their space, and they may use their reaction to take an attack of opportunity against you.

Failure. You can't enter the hostile creature's space and you've lost your remaining movement, unless you take a new action that allows you additional movement, such as the dash action, however, you can't attempt to enter a hostile creature's space again in the same turn.

Animal Handling (Wisdom)

Handle a domesticated animal, intuit an animal's (beast or monstrosity) intentions. Raising and taming a domesticated or wild animal or monstrosity. Riding a mount in combat and controlling it.

Added: You can make a Charisma Animal Handling check to calm, coax, deceive, or intimidate an animal or monstrosity.

Investigation (Intelligience)

Looking for clues and making deductions, deduce the location of a hidden object, and determine the weakest point of a tunnel. Determine the operations of a trap, searching through a designated location (not while moving through a dungeon) for hidden doors or contraptions, deciphering, and solving riddles.

Medicine (Wisdom)

Stabilize a dying ally (DC 10), diagnose a disease or poison. Determine how long a creature has been dead and the possible cause of death.

Perception (None)

Your awareness, keenness of your senses, eavesdropping, listening, spotting obscured things or hard to see, or creatures in hiding.

Added: See above

Slight of Hand (Dexterity)

Pickpocketing, Opening a door silently, palming an object, ditching an object unnoticed, switching items, and pulling off various magic tricks.

Stealth (Dexterity)

Hiding, Moving silently even while unseen.

Survival (Wisdom)

Find & follow tracks, hunt game & finding fresh water, traversing wilderness and natural hazards.

Lore & Knowledge Skills

Arcana

Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures

Identify a spell you see being cast: DC 15 + spell level, advantage if the spell is of your class.

Creature Lore:  Usually: Aberrations, Constructs (Magical), Elementals, Fey).   

History

Lore of historical events, legendary people, ancient kingdoms and civilizations, past and current disputes and wars.

Creature Lore: Usually: Humanoids and Giant kind (other legendary creatures of history, possibly Dragons).  

Nature

Lore regarding terrains, plants, animals, weather, and natural cycles.

Creature Lore: Usually: Beasts, Plants, Oozes and Monstrosities.

Religion

Lore regarding all divine magic, as well as deities, rites, prayers, religious establishments, holy symbols, cults, and the occult.

Creature Lore: Usually: Celestial, Fiends, and Undead.

Science

See above.

Creature Lore: Usually: Mechanical constructions.

Social Interaction Skills

Deception

Misleading, lying, fast-talking. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Insight

Gleaning the intentions and truthfulness of a creature, through body language, speech, mannerisms, and gut instinct.

Added: By making a successful insight check against a rival's Charisma/Dexterity check, as a bonus action, you may gain "dodge" against that single opponent (see Optional Combat Rules).

Intimidate

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM 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. 

Performance

Delight an audience with dance, acting, storytelling, song, music, or some other entertainment, getting the attention of a large group of creatures. Talking to crowds, convincing on a mass scale, etc.
Added: When infiltrating or disguising as someone else, the act of mimicking or acting as someone else requires a Performance, not a deception check. 

Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM 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. 

Tool Proficiencies:

While D&D5e has a limited list of skills, please check out the RAW list of tools and kit proficiencies available for player characters, as they can be just as important as your skills. Forgery, cooking, painting, lockpicking and disarming traps, and alchemy are all proficiencies obtained by tools, and all can have importance in our games.

For example, I may require a check when your character attempts to create complex believable illusions. Being proficient in painter's or sculptor's tools (even if you don't possess them) will allow you to add your artistic proficiency bonus to the check. 


Knowledge Rolls vs. Creature Types

| Base Success DC = 10 + CR
| Moderate Success DC = 15 + DC
| Master Success DC = 20 + CR

*DC may be adjusted for rarity. 

ArcanaAberrations, Constructs (Magical), Elementals, Fey
History Humanoids and Giant kind (other legendary creatures of history, such as Dragons)
NatureBeasts, Plants, Oozes, and Monstrosities
ReligionCelestial, Fiends, and Undead
SienceMechanical Constructs