# Homebrew Skill Additions & Changes
## Skill Specialties
In addition to having proficiency in a skill, a character may be an expert at a narrow area of specialization within that skill. For instance, a character proficient in the Deception skill may be particularly adept in communicating through written code.
- A character gains two skill specialties at 1st level (plus bonus knowledge; see [Intelligence](https://a5e.tools/rules/using-each-ability)), and gains an additional specialty whenever their proficiency bonus increases (at levels 5th, 9th, 13th, and 17th level). A character may choose any specialty in a skill in which they are proficient. A character may not gain the same skill specialty twice.
- If your Intelligence is 12 or higher, you gain extra skill specialties (see [Intelligence](https://a5e.tools/rules/using-each-ability)).
When a character makes an ability check to which their skill specialty applies, they gain a bonus die for that ability check. The GM determines whether the skill specialty applies.
While the list of skills below is fairly comprehensive, the GM may expand the list of skill specialties to meet the needs of the campaign world. Each of its cultures, historical eras, important organizations, and other unique details might furnish a specialty.
- - -
## List of Skills
Characters can gain proficiency in the following skills. Each skill description includes examples of uses with several ability scores. The GM determines which ability score is called for in a given situation.
### Acrobatics
**Ability:** Dexterity
**Specialties:** balancing, tumbling, parkour, escaping artistry, swinging, contortion, landing safely
**Description:** An Acrobatics check allows a character to perform gymnastic feats such as rolling under a closing gate, swinging across a chasm on a rope, or keeping their balance on a narrow ledge. The most commonly used ability score is Dexterity. A character might use Strength to perform acrobatics while carrying a heavy burden, Constitution to do so against a heavy wind, or any other ability score as circumstances warrant.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Keep balance on a gently rocking surface; hop a low gap with room to spare. |
| 10 | Maneuver quickly through a light crowd; rappel safely down a rope. |
| 15 | Do a standing flip; keep balance in a sudden jolt (explosion shockwave, vehicle swerve). |
| 20 | Contort into a space too narrow for comfort; swing from a chandelier to clear a hazard. |
| 25 | Cross a violently shifting surface (collapsing catwalk, bucking airship rigging) without falling. |
---
### Animal Handling
**Ability:** Wisdom
**Specialties:** calming animals, riding, herding, training cues, reading animal moods, driving, farming
**Description:** Animal Handling reflects your ability to read, calm, train, and/or direct beasts and similar creatures using body language, timing, and practical technique. It’s used to keep mounts steady under stress, interpret warning signs before a bite, manage herds, and teach simple behaviors. It doesn’t replace magic or long-term training, but it can prevent panic, earn trust, and create safe openings when dealing with animals in the moment.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Calm a skittish pet; keep a trained mount from fidgeting. |
| 10 | Control a mount at a fast pace; calm a startled animal after a loud noise. |
| 15 | Keep a mount steady in battle; safely handle an unfamiliar but non-hostile beast. |
| 20 | De-escalate an aggressive animal without harming it; guide a panicked herd away from danger. |
| 25 | Safely approach and redirect a dangerous, stressed creature in a chaotic environment. |
---
### Arcana
**Ability:** Intelligence
**Specialties:** magical theory, spellcraft, eldritch symbols, aberrations, constructs, detection, dragons, elementals, fey, forbidden knowledge, monstrosities, oozes, the planes, magical items (identification clues)
**Description:** Arcana measures a character’s knowledge of magic and magical creatures. It can also be used to sense whether an area has magical qualities. The most commonly used ability score is Intelligence. A character might use Dexterity to trace a complicated magical rune, or Wisdom to read very carefully and protect their sanity while interpreting forbidden eldritch secrets. Use it to recall facts about the schools of magic, recognize ritual components, interpret arcane inscriptions, and reason through magical cause-and-effect.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Recognize obvious magical phenomena; tell arcane magic from divine-like miracles by signs. |
| 10 | Recall common runes and wards; identify a common magical tradition by paraphernalia. |
| 15 | Diagnose the likely school behind an effect; identify a ritual’s purpose from partial notes. |
| 20 | Infer a spell’s function from its components and diagram; parse layered wards or binding circles. |
| 25 | Deduce a rare interaction between planar forces; reverse-engineer a complex arcane device’s intent. |
---
### Athletics
**Ability:** Strength
**Specialties:** climbing, jumping, swimming, grappling, lifting, shoving, breaking objects, running, throwing, endurance feats
**Description:** A character makes an Athletics check to perform unusually difficult feats of swimming, running, climbing, or jumping. The most commonly used ability score is Strength. A character might use Dexterity to climb a smooth wall for a short distance or to jump onto a moving creature, Constitution to perform an athletic activity for more than a minute, or Intelligence to keep track of opposing players in a complex sport.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Climb a knotted rope; jump a small gap with a run-up. |
| 10 | Swim in choppy water; climb a rough wall with good handholds. |
| 15 | Hold position against a strong current; force open a stuck door quietly. |
| 20 | Climb a slick surface in the rain; make a difficult leap while encumbered or under fire. |
| 25 | Perform a heroic feat of strength (hold a collapsing beam, scale a near-sheer face quickly). |
---
### Culture
**Ability:** Intelligence
**Specialties:** etiquette, laws, linguistics, regional goods, courtly manners
**Description:** A Culture check allows a character to know the customs, laws, trade in regional products, and etiquette of cultures other than their own (a character is presumed to know about their own culture and background without requiring an ability check.) Culture can also be used to communicate simple concepts with creatures whose language is unknown to a character. The most commonly used ability score is Intelligence. A character might use Wisdom to avoid social blunders, Dexterity to perform an unfamiliar dance, or Charisma to track down a seller of a hard-to-find item.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Know common greetings and titles; recognize a major public holiday or symbol. |
| 10 | Behave appropriately in a new district or culture; follow basic civic procedure without offense. |
| 15 | Identify a subtle taboo; interpret a formal exchange; know which institution handles a problem. |
| 20 | Navigate elite etiquette convincingly; exploit a custom or loophole to avoid repercussions. |
| 25 | Thread a high-stakes cultural minefield flawlessly while hiding your true affiliation and intent. |
---
### Deception
**Ability:** Charisma
**Specialties:** lying, disguise behavior, misdirection, boasting, ciphers, concealing emotions, mimicry
**Description:** The Deception skill is used when a character lies, misleads, or hides the truth whether verbally or otherwise. This ability check may be made against a DC set by the Narrator or may be opposed by a target’s Insight check. The most commonly used ability score is Charisma. A character might use Intelligence to compose a cipher or Constitution to conceal the effect of a wound or attack.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Tell a simple lie to a friendly, distracted listener. |
| 10 | Pass a basic bluff; hide minor wrongdoing in casual conversation. |
| 15 | Maintain a believable cover during questioning; convincingly conceal a motive in negotiation. |
| 20 | Sell a complex false narrative to suspicious officials; impersonate a role believably for a scene. |
| 25 | Survive a prolonged interrogation by an expert; keep multiple parties believing conflicting stories. |
---
### Engineering
**Ability:** Intelligence
**Specialties:** architecture, mechanisms, materials, mathematics, chemistry, explosives, gadgetry, mechanical traps, siegecraft, infrastructure systems
**Description:** Engineering measures applied knowledge of construction, invention, mechanisms, and materials, bridges and beams, gears and locks, traps and countermeasures, chemical processes, and industrial systems. It’s used to diagnose structural weaknesses, design solutions under constraints, and understand how complex devices function (and fail). An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics. The most commonly used ability score is Intelligence. A character might use Dexterity to construct a tiny device or Strength to build a wall without assistance.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Recognize a simple mechanism (pulley, valve, counterweight); spot obvious poor construction. |
| 10 | Identify basic structural danger; understand a straightforward trap mechanism’s purpose. |
| 15 | Build or repair a simple device from available parts; find a practical weak point in a small structure. |
| 20 | Diagnose a complex system failure quickly; plan a safe bypass or controlled demolition point. |
| 25 | Improvise a sophisticated mechanism that reliably works without proper facilities or schematics. |
---
### History
**Ability:** Intelligence
**Specialties:** arts, empires, genealogy, legends, wars, archaeology, historical figures
**Description:** History reflects your ability to recall and contextualize the past: events, empires, migrations, conflicts, and the long chains of cause-and-effect that made the present. Intelligence is nearly always the ability score used with this skill.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Recall a famous event or well-known historical figure; recognize a common old emblem. |
| 10 | Know major facts about a region’s past; place a ruin within a broad era or conflict. |
| 15 | Recall details of a lesser-known treaty or faction; identify a noble line or old border marker. |
| 20 | Connect disparate clues into a historical explanation; identify an obscure relic’s cultural origin. |
| 25 | Reconstruct a hidden history from fragmentary evidence; predict consequences based on precedent. |
---
### Insight
**Ability:** Wisdom
**Specialties:** detecting lies, reading emotions, sensing motives, social prediction
**Description:** Insight is your ability to read people: interpret body language, tone, micro-reactions, and the emotional context behind words. It can be used for reading a creature’s intentions or motives. The most commonly used ability score is Wisdom. A character might use Dexterity to interrupt an enemy’s sudden action or Strength when squeezing an object to see how hard it will be to break.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Tell if someone is nervous or relaxed; notice obvious anger or fear. |
| 10 | Read basic intentions in conversation; tell when someone is withholding something small. |
| 15 | Spot a practiced lie by behavior; identify someone’s real leverage or concern in a negotiation. |
| 20 | Dissect layered motives in a political scene; notice subtle manipulation in a persuasive pitch. |
| 25 | Read a seasoned operator in real time; predict a group’s next social move from a few cues. |
---
### Intimidation
**Ability:** Charisma
**Specialties:** authority, coercion, ferocity, interrogation, subtle threats, weapon displays
**Description:** Intimidation measures your ability to influence behavior through fear, pressure, or overwhelming authority. A character makes an Intimidation check to alter someone’s behavior by frightening or threatening them. A single Intimidation check can also be used as part of an interrogation, though further checks rarely offer different results. The Narrator sets the DC of the check based on the target’s bravery and the circumstances of the check; some creatures can’t be intimidated. The most commonly used ability scores for Intimidation checks are Charisma (for verbal threats) and Strength (for physical threats). A character might use Wisdom to discern a creature’s weak point, and a spellcaster might use their spellcasting ability score to summon frightening energies.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Scare a timid bully; shut down petty harassment with a glare. |
| 10 | Make a minor thug back off; get quick cooperation from someone already uncertain. |
| 15 | Force a reluctant guard to hesitate; cow a hostile witness into talking. |
| 20 | Break a hardened opponent’s nerve in the moment; compel action despite real risk. |
| 25 | Intimidate a powerful figure with significant protections—without immediately triggering retaliation. |
---
### Investigation
**Ability:** Intelligence
**Specialties:** searching, deduction, patterns, puzzle-solving, appraisal, deciphering, forensics, gathering rumors, research, trapfinding
**Description:** Investigation is careful reasoning applied to evidence. Investigation is used for actively searching, looking for clues, gathering information, experimentation, and research. The most commonly used ability score is Intelligence. A character might use Charisma to gather rumors or Wisdom to intuit which tomes and books in a library will be the most efficacious.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Find an obvious clue in a tidy room; notice a mismatched detail when searching. |
| 10 | Search a desk thoroughly; identify a likely hiding spot; spot a simple forgery detail. |
| 15 | Reconstruct a basic timeline from clues; identify a trap trigger after careful study. |
| 20 | Solve a layered mystery with multiple red herrings; find a well-concealed compartment. |
| 25 | Prove a sophisticated conspiracy from fragmentary evidence; outthink an expert cover-up. |
---
### Medicine
**Ability:** Wisdom
**Specialties:** anatomy, animals, autopsy, diseases, first aid, herbalism, poisons
**Description:** A character can perform a Medicine check to stabilize a dying creature, treat or diagnose a disease or poison, or determine a cause of death. The most commonly used ability score is Wisdom. A character might use Intelligence to diagnose a rare poison or Constitution to nurse someone through a lengthy and dangerous illness.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Apply basic first aid; recognize a common illness or simple injury. |
| 10 | Stabilize a dying creature; correctly treat a typical wound or infection. |
| 15 | Diagnose a rare disease’s likely cause; treat a complex injury without proper facilities. |
| 20 | Identify an exotic toxin by symptoms; perform effective triage in chaotic conditions. |
| 25 | Save a life under extreme constraints; diagnose a baffling condition with minimal evidence. |
---
### Nature
**Ability:** Intelligence
**Specialties:** astronomy, beast lore, ecosystems, farming, fey, natural hazards, plant lore, weather
**Description:** The Nature skill measures a character’s knowledge of natural terrains, beasts, plants, and hazards. It can also be used to sense whether a creature is the product of this world or of another plane of existence. Unlike Survival, the Nature skill doesn’t necessarily imply practical experience with a phenomenon. The most commonly used ability score is Intelligence. A character might use Wisdom to recognize a hazard or Charisma to bring calm to an errant elemental presence disrupting an abandoned druid’s grove (or other place of great natural power).
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Identify common animals or plants; know typical weather for the season. |
| 10 | Recall basic facts about a monster’s habitat; identify a common natural hazard. |
| 15 | Identify a rare plant or spoor; predict local weather shift from signs. |
| 20 | Recall obscure ecological facts; identify an exotic creature’s behavior pattern or vulnerability. |
| 25 | Diagnose an unnatural ecological event’s likely cause; deduce a creature from subtle traces alone. |
---
### Perception
**Ability:** Wisdom
**Specialties:** farsight, invisible objects, listening, scent
**Description:** A character’s Perception measures what they are able to see, hear, or otherwise sense (unlike Investigation, Perception doesn’t involve approaching, searching, or handling an object of study.) The most commonly used ability score is Wisdom. A character might use Constitution for a long stretch of sentinel duty, or Intelligence to pick up on changes to the type of stone bricks used deeper than elsewhere in a dungeon.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Notice obvious movement; hear a nearby conversation if it isn’t concealed. |
| 10 | Spot a hidden lever in plain clutter; notice someone tailing you in a sparse street. |
| 15 | Hear soft footsteps through a door; notice a well-hidden detail in a busy scene. |
| 20 | Detect an expert ambush setup; spot a concealed sniper position under pressure. |
| 25 | Notice a single “wrong” detail in a masterful disguise/scene; detect near-imperceptible threats. |
---
### Performance
**Ability:** Charisma
**Specialties:** acting, composing, crowd control, dancing, distraction, fine art, singing, speaking, stagecraft, writing
**Description:** Performance is your ability to command attention and shape emotion through entertainment, presentation, and artistry. A Performance check allows a character to entertain an audience with singing, acting, or the like. It also allows a character to write or compose music, literature, or other artistic endeavors to entertain future audiences. The most commonly used ability score is Charisma, especially for performances before an audience. Writing, composing, or painting might instead use Intelligence or Wisdom. A display of martial prowess might require Dexterity or Strength.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Entertain a friendly audience; perform a simple routine without mistakes. |
| 10 | Hold attention in a noisy venue; make a small crowd laugh or listen. |
| 15 | Create a credible distraction; win over a skeptical room; perform under mild danger. |
| 20 | Shift the mood of a tense crowd; perform flawlessly under high pressure or scrutiny. |
| 25 | Captivate an elite audience or hostile crowd; create a performance that becomes local legend overnight. |
---
### Persuasion
**Ability:** Charisma
**Specialties:** bribery, flattery, leadership, negotiation, peacemaking
**Description:** A character makes a Persuasion check to convince or influence someone through logic, flattery, or negotiation (unlike a Deception check, a Persuasion check is made in some degree of good faith.) The Narrator sets the DC of the Persuasion check based on what the character is asking for and how the target feels about the character; some persuasion attempts may be impossible.The most commonly used ability score is Charisma. Wisdom might be used for gauging what offers would sway a creature, or Intelligence if it is a matter entirely about logic.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Get a friendly person to do a small favor; smooth a minor misunderstanding. |
| 10 | Negotiate a reasonable discount; convince a neutral NPC to share basic info. |
| 15 | Secure cooperation from someone reluctant; broker a small compromise between rivals. |
| 20 | Win support in a high-stakes negotiation; sway an official against their default stance. |
| 25 | Forge a major alliance, defuse a crisis publicly, or flip a committed opponent to your cause. |
---
### Religion
**Ability:** Intelligence
**Specialties:** alignment, celestials, cults, fiends, holy symbols, gods, morality, prophecy, rites and doctrine, undead
**Description:** Religion measures a character’s knowledge of gods, religions, rites, and systems of morality. A character can also try to use it to sense if a place, person, or object has the Good or Evil alignment traits or a holy or unholy aura. The most commonly used ability score is Intelligence. Wisdom is used for sensing alignment and determining whether an action is moral according to a particular philosophy. Charisma can be used for preaching.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Recognize a major deity’s symbol; know common holy days and basic customs. |
| 10 | Recall common rites and prayers; identify typical cult trappings and warnings. |
| 15 | Identify an obscure saint/sect; know proper procedure in a sensitive sacred setting. |
| 20 | Interpret layered religious symbolism; identify a rare heresy or forbidden rite accurately. |
| 25 | Deduce a secret cult’s theology from subtle signs; reconstruct a lost rite from fragments. |
---
### Sleight of Hand
**Ability:** Dexterity
**Specialties:** distraction, pickpocketing, legerdemain
**Description:** A character makes a Sleight of Hand check to perform legerdemain, pickpocket, hide an object on another creature, make a concealed hand signal, or otherwise deceive the eyes with feats of agility. Dexterity is nearly always the ability score used with this skill.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Palm a small object when no one is watching closely; do a simple card trick. |
| 10 | Conceal a small item during a casual pat-down; lift something from a distracted target. |
| 15 | Pickpocket a wary target; cheat at a game under observation. |
| 20 | Plant an item on someone in a crowd; conceal a complex gesture under scrutiny. |
| 25 | Pull off a high-risk swap in a silent, tense room without anyone noticing. |
---
### Stealth
**Ability:** Dexterity
**Specialties:** anonymity, camouflage, casing
**Description:** Stealth is used to hide or avoid notice. A creature’s Stealth check is usually opposed by a potential observer’s Perception check. The most commonly used ability score for Stealth is Dexterity. Constitution might be used for staying still for a very long time, Intelligence for casing out an unfrequented route, and Charisma for blending anonymously into a crowd.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Hide in obvious cover in dim light; move quietly across soft ground. |
| 10 | Sneak past inattentive guards; shadow someone in a moderately busy street. |
| 15 | Move silently across creaky flooring; hide in a guarded area with decent cover. |
| 20 | Slip through tight security timing; remain unseen while close to alert enemies. |
| 25 | Infiltrate a highly monitored location or tail a professional without being detected. |
---
### Streetwise
**Ability:** Charisma
**Specialties:** leads, contacts, favors, local networks, underworld etiquette, black markets, gangs, safe routes
**Description:** The Streetwise skill allows a character to navigate the social and physical landscape of urban environments, such as finding a black market dealer, knowing which neighborhoods to avoid after dark, identifying gang signs or territorial markers, or tracking down a person of interest through word of mouth and local contacts. The most commonly used ability score is Charisma. A character might use Intelligence to recall the layout of a city's sewer system or the hierarchy of a thieves' guild, Wisdom to read the mood of a crowd or sense an ambush in an alleyway, or Constitution to survive and remain alert during long nights spent working contacts in dangerous districts.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Know which part of town to avoid after dark; find a common tavern or inn frequented by locals rather than travelers. |
| 10 | Gather a useful rumor in a few hours; track down a fence willing to buy or sell questionable goods; identify gang territory by graffiti, signals, or local behavior. |
| 15 | Arrange a discreet meeting with a mid-level criminal contact in an unfamiliar city; navigate a sewer or rooftop route to bypass a guarded district. |
| 20 | Gain an audience with a local crime boss or guild leader without an introduction; uncover details of an ongoing criminal operation through street-level contacts alone. |
| 25 | operate safely and unnoticed within a hostile underworld for an extended period; identify the hidden power structure of a city's criminal organizations after only a few days on the ground. |
---
### Survival
**Ability:** Wisdom
**Specialties:** dungeoneering, foraging, hunting, tracking, wayfinding
**Description:** The Survival skill allows a character to perform the tasks necessary to thrive in the wilderness: hunting, tracking, avoiding natural hazards, and traveling without getting lost (unlike Nature, a Survival check doesn’t imply knowledge of the trouble you’re avoiding or tracking.) The most commonly used ability score is Wisdom. A character might use Constitution to weather a storm or Intelligence to follow a route marked on an old map.
**Example Checks:**
| DC | Situation (examples) |
|---:|---|
| 5 | Follow obvious tracks; find basic shelter in mild conditions. |
| 10 | Forage enough food for a day; navigate familiar wild terrain without getting lost. |
| 15 | Track in poor conditions; find safe camp in harsh weather; avoid common natural hazards. |
| 20 | Navigate featureless terrain; track a target that’s actively trying to hide its trail. |
| 25 | Keep a group alive through extreme conditions with minimal supplies and no safe refuge. |
## Class Skills
List of classes that will get access to the new skills at character creation:
### Culture
- Bard
- Cleric
- Gadgeteer
- Illrigger
- Justiciar
- Magus
- Paladin
- Rogue
- Savant
- Troubadour
- Vessel
- Warlord
### Engineering
- Alchemist
- Artificer
- Gadgeteer
- Magus
- Rogue
- Savant
- Tamer
- Warlord
### Streetwise
- Apothecary
- Bard
- Gunslinger
- Inquisitor
- Pugilist
- Rogue
- Troubadour
- Witch