Skill Proficiencies

Human Feature: Adaptability

Humans may switch one skill proficiency or specialty per level. However, if they forgo a skill proficiency in which they have specialties, they lose those specialties.

New Skill: Command (Cha)

The Intimidate skill is being replace with “Command”, that is, whenever you are imposing your will power over another creature.

New Skill: Languages (Int)

Everyone is proficient with Languages and gets one specialty for the spoken language indicated in their Race description. However the ability to read and write each alphabet or to speak another language must be purchased like any other skill specialization.

Bonus Skill Proficiencies

Some characters gain proficiencies for their race. As well, all characters gain proficiencies with their background and class. If they have a positive Intelligence modifier bonus however, _they now also gain skill or tool proficiencies equal to their Int bonus.

Skill Specializations

If you would normally receive a skill twice, you instead receive a skill specialization in that skill. You can also choose to specialize in a skill you are already proficient in instead of learning a different skill. You master a specific use of that skill. Here are some examples:

Acrobatics

  • Tumble: If someone is making an opportunity attack against you, you can roll an Acrobatics check and use it as your AC instead.
  • Balance: You always have advantage on checks made to remain standing.
  • Jump: When doing a running jump you can always choose to roll an Acrobatics roll with advantage and clear that many feet in a long jump, or twice as many inches in a vertical jump. Each foot you clear on the jump costs a foot of movement.
  • Escape: You have advantage on checks and saves to escape any kind of physical bondage.

Animal Handling

  • choose a specific animal
  • Animal Companion
  • Animal Noise:
  • Falconry:
  • Riding
  • Train

Arcana

  • choose a school: not only do you get advantages on related checks you also have a low chance at identifying spells and items!

Athletics

  • Climb: You can use your bonus action to take a Dash action when climbing.
  • Jump: When doing a running jump you can always choose to roll an Acrobatics roll with advantage and clear that many feet in a long jump, or twice as many inches in a vertical jump. Each foot you clear on the jump costs a foot of movement.
  • Lift:
  • Run: If you only Move and Dash during your turn, you can move an additional 10 feet.
  • Swim: You can use your bonus action to take a Dash action when swimming. You can also hold your breath for a number of rounds equal to four times your Constitution score (instead of two times).

Command

  • Dishearten:
  • Intimidate:
  • Interrogate: When interrogating a defenceless character, they must roll a Charisma saving throw. If your roll is higher, they must answer truthfully.
  • Seduce: You can attempt to seduce an intelligent creature. They roll a Charisma saving throw

Deception

  • Innuendo:
  • Lying:
  • Mimicry:
  • Misdirection:
  • Ventriloquism:

History

  • Ancient:
  • Arcadian:
  • Suddern:
  • Ruhanni:
  • Callian:

Insight

  • Battle Senses: Current hit points, AC.
  • Emotions:
  • Experience: Classes, and total level.
  • Lies:
  • Motives:

Investigation

  • Appraise:
  • Find Traps & Hidden Doors:
  • Forensics:
  • Gather Rumours:
  • Research:

Medicine

  • Bandage Wounds:
  • Chirurgery:
  • Cure Poison:
  • Masseur: lower levels of exhaustion.
  • Treat Illness:

Nature

  • A specific environment:
  • Weather:
  • Beasts:
  • Plants: and fungi.
  • Toxicology: crafting drugs and poisons

Perception

  • Spot: Seeing far away?
  • Find Traps & Hidden Doors: Passive
  • Listen:
  • Read Lips:
  • Scent: You can use a Perception check to determine the direction of a strong scent.
  • Memorize:
  • Light Sleeper: Don’t have disadvantage on Perception checks when resting.

Performance

  • A specific instrument or performing art
  • Acting: You can use Performance instead of Deception when pretending to be someone you’re not.
  • Dancing:

Persuasion

  • Barter: haggle
  • Befriend:
  • Debate: Convince someone to another path of action.
  • Etiquette: You know how to get figures of authority to trust you.
  • Hypnosis:
  • Incite: Crowds.

Religion

  • Astrology:
  • Dream Interpretation:
  • Fortune Telling:
  • Spirit Sense:

Rig Device

  • Disable Traps
  • Open Locks
  • Rope Use

Sleight of Hand

  • Conceal
  • Juggling
  • Pick-Pocket
  • Quick Draw:

Stealth

  • Camouflage
  • Hiding
  • Inconspicuousness:
  • Move Silently

Survival

  • A specific environment: City?
  • Animal Noise:
  • Foraging: Water?
  • Fishing:
  • Navigation: Determine direction and distances.
  • Shelter: Fire and shelter building.
  • Tracker:
  • Trapper:

Skill Proficiencies

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