Skills & Training
Skills represent specific tasks you perform well through experience, training, or practice. This game uses a five-rank system instead of proficiency bonuses.
Skill Ranks
Rank | Bonus | Description | Trainer Required |
---|---|---|---|
Untrained | +0 | No training. Specialized skills automatically fail. | No |
Novice | +2 | Basic competency. Minimum for specialized skills. | No |
Apprentice | +4 | Solid understanding and reliable performance. | Expert Trainer |
Expert | +6 | Professional-level skill and knowledge. | Expert Trainer |
Master | +9 | Masters rarely need to roll except for heroic efforts. | Master Trainer |
Skill Types
General Skills
These are the standard D&D 5e skills. Anyone can attempt them untrained, and you don't need a trainer until rank 3+.
- Acrobatics (Dex): Balance, tumbling, aerial maneuvers
- Animal Handling (Wis): Calming and controlling animals
- Arcana (Int): Knowledge of magic, spells, and magical items
- Athletics (Str): Climbing, jumping, swimming, lifting
- Deception (Cha): Lying, disguise, and misdirection
- History (Int): Knowledge of past events and cultures
- Insight (Wis): Reading people's true intentions
- Intimidation (Cha): Using fear to influence others
- Investigation (Int): Finding clues and solving puzzles
- Medicine (Wis): Treating injuries and diseases
- Nature (Int): Knowledge of natural world and creatures
- Perception (Wis): Noticing details and hidden things
- Performance (Cha): Entertaining others through art
- Persuasion (Cha): Convincing others through reason
- Religion (Int): Knowledge of gods, rituals, and beliefs
- Sleight of Hand (Dex): Pickpocketing and manual dexterity
- Stealth (Dex): Moving unseen and unheard
- Survival (Wis): Tracking, foraging, and wilderness navigation
Specialized Skills
These require a trainer from rank 1 and represent specific trades, tools, or techniques not covered by general skills.
- Smithing: Creating and repairing metal items
- Leatherworking: Crafting armor and goods from hide
- Herbalism: Identifying and preparing medicinal plants
- Beast Riding: Controlling specific types of mounts
- Navigation: Finding your way in specific terrains
- Trap Making: Creating mechanical snares and devices
- Gem Cutting: Preparing precious stones for use
- Brewing: Creating alcoholic beverages and potions
Training Requirements
Time Investment
Training takes 1 week (7 days) per rank you're trying to achieve. This means:
- Rank 1 (Novice): 1 week
- Rank 2 (Apprentice): 2 weeks
- Rank 3 (Expert): 3 weeks
- Rank 4 (Master): 4 weeks
Finding Trainers
Trainers must be NPCs with the appropriate skill level and ability to communicate effectively with you. They don't need to be humanoid, but they must be sentient.
- Novice Trainers: Common in most settlements
- Expert Trainers: Found in larger cities or through adventure
- Master Trainers: Extremely rare, often require special quests
Training Costs
Beyond time, training may require:
- Payment: Gold, favors, or services to the trainer
- Materials: Tools, components, or practice materials
- Reputation: Some trainers only teach those they respect
- Prerequisites: Certain skills or feats may be required
Skill Synergy
Some skills work well together. A character with both Survival and Nature might get bonuses when foraging, while Deception and Performance could enhance disguise attempts. Discuss potential synergies with your GM.
No Proficiency Bonus
This game doesn't use the standard D&D proficiency bonus system. Skills provide flat bonuses that don't scale with level. This makes skill choices more meaningful and keeps non-combat characters relevant throughout the campaign.