1 - We add our INT modifier to the amount of skill points we start with at first level, and can only put one point into the skill.
2 - We gain more skill points as we level at each of the Ability Score Improvement Tiers. We gain 2 Skill Points to be used for Skill Proficiencies and 2 Points for Weapon Proficiencies.
3 - Skill Proficiencies. When you gain the 2 skill points at your Ability Modifier levels, only 1 skill point can be used per skill increase level tier.
- 1 Skill Point = Proficient (+ proficiency bonus to skill)
- 4 Skill Points = Master (gain advantage on all checks made with the skill)
- 5 Skill Points = Ascendant (Increase the Maximum and the Ability Score related to skill by +1)
- 6 Skill Points = Transcendent (Increase the Maximum and the Ability Score related to skill by +2)
Note: If your race gives you a skill, and you choose a background that gives you that same skill, and you put one of your skill points into that same skill, it counts as 3 skill points from the start at level 1. If you choose the skilled feat, it counts as 1 point per skill chosen.
(Ex: to optimize this, a level 1 character chooses Half-Orc. They are now proficient in Intimidation. They choose the Fighter class and the Soldier background and now a specialist in Intimidation. If they put one of their starting skill points into that same skill, they now an expert in Intimidation at level 1. Then at level 4, they take the Skilled feat and choose Intimidation as one of the skills, they are now a Master, and if they put one of their 2 skill points at level 4 into Intimidation, they are now an Ascendent with Intimidation. Upon reaching level 6, they gain another 2 Skill Points and can become Transcendent with the Intimidation Skill.)
4 - Weapon Proficiencies: When you gain the 2 weapon skill points at your Ability Modifier levels, only 1 skill point can be used per weapon per skill increase level tier. Applies to Monk's Unarmed Attacks and Caster's Offensive Cantrips (Eldritch Blast, Fire Bolt, Acid Splash, etc.)
- 1 Skill Point = Proficient (+ proficiency bonus to hit)
Note: If your race gives you weapon proficiency, and you choose a class that gives it to you, it counts as 2 skill points from the start at level 1. If you choose the Weapon Master Feat, it counts as 1 point per weapon chosen.
(Ex: to optimize this, a Level 1 character chooses High Elf. They are now proficient with Longsword, Shortsword, Longbow, and Shortbow. They choose to become a fighter, and are now specialized in all four weapons. Then at level 4, they take the Weapon Master Feat and choose all four Elf Weapon Training weapons, they are now an Expert in Longsword, Shortsword, Longbow, and Shortbow, and if they put each one of their 2 skill points at level 4 into two of the weapons, Longsword and Longbow, they are now Prestigous with them. Upon reaching level 6, they gain another 2 Weapon skill points and can either Master Longsword and Longbow, or raise the Shortsword and Shortbow to Prestigous. At level 8 they gain another 2 Weapon skill points and can either become Supreme with Longsword and Longbow, or Master the Shortsword and Shortbow)
I see where you are coming from with this set of rules. I myself came up with a more extensive system for specific skill proficiencies. Coming from 2e, I feel that a variety of options in terms of non-weapon proficiencies allows for more unique characters, which is in turn better for roleplaying. But it's not really necessary. I decided to leave the 5e weapon skills well enough alone though. I think they're fine as they are and I didn't want to completely over-complicate things. The only element I added was to allow fighters, paladins and rangers to choose one weapon to specialize in as their Fighting Style, giving them a bonus of +1/+1 with that particular weapon.
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Skill Suggestions:
1 - We add our INT modifier to the amount of skill points we start with at first level, and can only put one point into the skill.
2 - We gain more skill points as we level at each of the Ability Score Improvement Tiers. We gain 2 Skill Points to be used for Skill Proficiencies and 2 Points for Weapon Proficiencies.
3 - Skill Proficiencies. When you gain the 2 skill points at your Ability Modifier levels, only 1 skill point can be used per skill increase level tier.
- 1 Skill Point = Proficient (+ proficiency bonus to skill)
- 2 Skill Points = Specialist (+ double proficiency bonus to skill)
- 3 Skill Points = Expert (Gain the special ability associated with the Unearthed Arcana: Feats for Skills of the chosen skill : https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf )
- 4 Skill Points = Master (gain advantage on all checks made with the skill)
- 5 Skill Points = Ascendant (Increase the Maximum and the Ability Score related to skill by +1)
- 6 Skill Points = Transcendent (Increase the Maximum and the Ability Score related to skill by +2)
Note: If your race gives you a skill, and you choose a background that gives you that same skill, and you put one of your skill points into that same skill, it counts as 3 skill points from the start at level 1. If you choose the skilled feat, it counts as 1 point per skill chosen.
(Ex: to optimize this, a level 1 character chooses Half-Orc. They are now proficient in Intimidation. They choose the Fighter class and the Soldier background and now a specialist in Intimidation. If they put one of their starting skill points into that same skill, they now an expert in Intimidation at level 1. Then at level 4, they take the Skilled feat and choose Intimidation as one of the skills, they are now a Master, and if they put one of their 2 skill points at level 4 into Intimidation, they are now an Ascendent with Intimidation. Upon reaching level 6, they gain another 2 Skill Points and can become Transcendent with the Intimidation Skill.)
4 - Weapon Proficiencies: When you gain the 2 weapon skill points at your Ability Modifier levels, only 1 skill point can be used per weapon per skill increase level tier. Applies to Monk's Unarmed Attacks and Caster's Offensive Cantrips (Eldritch Blast, Fire Bolt, Acid Splash, etc.)
- 1 Skill Point = Proficient (+ proficiency bonus to hit)
- 2 Skill Points = Specialized (+ proficiency bonus to damage)
- 3 Skill Points = Expertise (+1 to critical threat range) ex: 20 becomes 19-20; 19-20 becomes 18-20; etc.
- 4 Skill Points = Prestige (+1 to critical damage multiplier) ex: x2 becomes x3; x3 becomes x4; etc.
- 5 Skill Points = Mastery (You gain advantage on ALL attacks made with this weapon)
- 6 Skill Points = Supremacy (increased damage dice) ex: [1 = 1d4], [1d4 = 1d6], [1d6 = 1d8], [1d8 = 2d6], [1d10 = 2d8], [1d12 = 3d6], [2d6 = 3d6]
Note: If your race gives you weapon proficiency, and you choose a class that gives it to you, it counts as 2 skill points from the start at level 1. If you choose the Weapon Master Feat, it counts as 1 point per weapon chosen.
(Ex: to optimize this, a Level 1 character chooses High Elf. They are now proficient with Longsword, Shortsword, Longbow, and Shortbow. They choose to become a fighter, and are now specialized in all four weapons. Then at level 4, they take the Weapon Master Feat and choose all four Elf Weapon Training weapons, they are now an Expert in Longsword, Shortsword, Longbow, and Shortbow, and if they put each one of their 2 skill points at level 4 into two of the weapons, Longsword and Longbow, they are now Prestigous with them. Upon reaching level 6, they gain another 2 Weapon skill points and can either Master Longsword and Longbow, or raise the Shortsword and Shortbow to Prestigous. At level 8 they gain another 2 Weapon skill points and can either become Supreme with Longsword and Longbow, or Master the Shortsword and Shortbow)
I think using the word "prestigious" rather than "prestigful" is appropriate.
Other than that, I have no feedback on this set of house rules beyond that it is certainly not a thing I would do.
Good idea on the Prestigous. Thanks
I see where you are coming from with this set of rules. I myself came up with a more extensive system for specific skill proficiencies. Coming from 2e, I feel that a variety of options in terms of non-weapon proficiencies allows for more unique characters, which is in turn better for roleplaying. But it's not really necessary. I decided to leave the 5e weapon skills well enough alone though. I think they're fine as they are and I didn't want to completely over-complicate things. The only element I added was to allow fighters, paladins and rangers to choose one weapon to specialize in as their Fighting Style, giving them a bonus of +1/+1 with that particular weapon.