Strength - Swimming (more so holding breath, and fighting against currents), force (pulling, pushing and tearing things apart)
dexterity - Accuracy (throwing things like darts and other small out of combat items), Escape (the ability to escape ropes, locks and others of the sorts)
intelligence - Mechanics (ability to build, and engineer), (ability to understand writing, recognize handwriting, reading lips and other things if the sorts), maths (it’s just mathematics and measurements)
wisdom - mental strength (how tough it is to break you or make you upset), (your ability to find peace through meditation, if that makes sense)
Charisma - Bargaining (ability to make deals, similar to persuasion but a bit different, more so relating to selling and business), impersonating (ability to pose as others), non-performing arts (things like drawing, and writing)
constitution - endurance (how long you are able to go through tough tasks), immunity (how much you are able to resist things like sickness, and disease)
survival (a new section rather than part of wis.) - cooking (the ability to cook food, and make good meals), scavenging (The ability to search and hunt for food and resources), nature (moved from int. to survival), craft (the ability to build and craft things)
I think at least half of these are covered by saving throws. A skill check is usually a character doing something proactively, while a saving throw is reacting to outside actions. In 5e, "endurance" is a con save, mental strength is a wis save, fighting currents is a str save, etc. Assigning skills to those things is going to be pretty confusing and it will be hard to stay consistent with how you deal with things.
I use these to add tool proficiencies with the text from XGTE. I made a howto on how to do it, though beginning with IamSposta's comment, I now only make 1 entry for each tool and change the ability associated it on the fly.
Your wisdom (Herbology) check measures your ability to recognize the different plants for different recipes. It also checks your ability to make potions for healing or poisoning using the herb in context. The poisonous potion could be added to your blade or arrow tip to increase damage to the opponent. The healing potion would be similar to a regular potion of healing.
I'm sure this will sound very "video gamey" but the players at my table like to do things that are very much that ( and that's not for everyone, and that's okay), so one player wanted a skill where they could shoot an arrow at a monster and pin them in place for 1d4 rounds. I allowed it, wrote up the stipulations, and called it "Barbed Arrow." I know it's not a very creative name. I don't care, though.
Typically if I have a character that has gained proficiency in a skill from a Feat or Background (or other source) that is typically covered by a standard Skill, but I want to remind myself of that skill, I'll add it to my custom Skills, but outside of that, I don't use it too much.
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
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I think at least half of these are covered by saving throws. A skill check is usually a character doing something proactively, while a saving throw is reacting to outside actions. In 5e, "endurance" is a con save, mental strength is a wis save, fighting currents is a str save, etc. Assigning skills to those things is going to be pretty confusing and it will be hard to stay consistent with how you deal with things.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I use these to add tool proficiencies with the text from XGTE. I made a howto on how to do it, though beginning with IamSposta's comment, I now only make 1 entry for each tool and change the ability associated it on the fly.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
I'm sure this will sound very "video gamey" but the players at my table like to do things that are very much that ( and that's not for everyone, and that's okay), so one player wanted a skill where they could shoot an arrow at a monster and pin them in place for 1d4 rounds. I allowed it, wrote up the stipulations, and called it "Barbed Arrow." I know it's not a very creative name. I don't care, though.
Typically if I have a character that has gained proficiency in a skill from a Feat or Background (or other source) that is typically covered by a standard Skill, but I want to remind myself of that skill, I'll add it to my custom Skills, but outside of that, I don't use it too much.
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.