Skills System#
This house rule allows characters to gain additional skill proficiencies and improve existing skills to unlock powerful abilities as they level up.
Skill Progression Overview#
Starting at level 3, you gain one skill increase every 2 levels. You can choose to either:
- Gain proficiency in a new skill, OR
- Improve an existing skill to the next Expertise Level
**Rogues** are the undisputed skill masters: they gain a skill increase **every level** instead of every 2 levels!
Skill Progression Table#
| Level | Skill Increases | Effect |
|---|---|---|
| 3 | +1 Skill | Gain proficiency in a new skill OR improve an existing skill |
| 5 | +1 Skill | Improve a skill to Expertise Level 1 (double proficiency bonus) |
| 7 | +1 Skill | Gain proficiency in a new skill OR improve an existing skill |
| 9 | +1 Skill | Improve a skill to Expertise Level 2 (special effects unlocked) |
| 11 | +1 Skill | Gain proficiency in a new skill OR improve an existing skill |
| 13 | +1 Skill | Improve a skill to Expertise Level 3 (powerful effects unlocked) |
| 15 | +1 Skill | Gain proficiency in a new skill OR improve an existing skill |
| 17 | +1 Skill | Improve a skill to Expertise Level 4 (legendary effect) |
| 19 | +1 Skill | Gain proficiency in a new skill OR improve an existing skill |
Expertise Level Tiers#
Skills can be improved multiple times, unlocking increasingly powerful effects:
Expertise Level 1 (Available at Level 5+)#
Double your proficiency bonus for this skill.
Example: If your proficiency bonus is +3, you add +6 to this skill instead.
Expertise Level 2 (Available at Level 9+)#
Unlocks a minor special effect (see table below).
Expertise Level 3 (Available at Level 13+)#
Unlocks a major combat or utility effect (see table below).
Expertise Level 4 (Available at Level 17+)#
Unlocks a legendary effect (see table below).
Skill Effects by Expertise Level#
| Skill | Level 2 (Minor Effect) | Level 3 (Major Effect) | Level 4 (Legendary Effect) |
|---|---|---|---|
| Acrobatics | Reduce fall damage by 20 feet | Stand up from prone as a reaction | Dash up walls and leap over enemies (monk-like movement) |
| Animal Handling | Advantage on calming animals | Command beasts to assist in combat | Tame legendary creatures (dragons, griffons, etc.) |
| Arcana | Identify spells without a check | Detect magic at will | Counterspell once per long rest for free |
| Athletics | Shove enemies 10 feet instead of 5 | Grapple Huge creatures | Leap incredible distances and ignore difficult terrain |
| Deception | Impersonate voices perfectly | Talk your way past most guards | Convince someone of an absurd lie with a high roll |
| History | Recall specific historical events automatically | Know ancient secrets about artifacts or lost cities | Recall past lives or memories from before you were born |
| Insight | Always know when someone is lying | Sense invisible creatures if they are watching you | See through magical disguises |
| Intimidation | Cause an enemy to hesitate (lower AC by 1 for 1 turn) | Frighten a weaker enemy into surrendering | Cause NPCs or weak creatures to die from fear |
| Investigation | Spot hidden doors/traps without rolling | Deduce the weaknesses of a creature mid-combat | Instantly solve puzzles or find hidden truths |
| Medicine | Stabilize a dying creature without rolling | Heal an ally for free outside combat | Resurrect someone mid-combat |
| Nature | Identify plant-based poisons at a glance | Survive in any environment | Communicate with nature itself |
| Perception | Passive Perception increases by +5 | Spot invisible enemies if they make noise | Sense movement through walls |
| Performance | Earn money and favors easily | Influence NPCs in a city-wide area | Change someone’s mood entirely through music/speech |
| Persuasion | Advantage on all persuasion checks | Convince people of a near-impossible request | Sway entire armies or kingdoms |
| Religion | Recognize religious symbols and rituals instantly | Bless an area, granting minor buffs | Banish undead/demons with a prayer |
| Sleight of Hand | Pickpocket without disadvantage | Plant items on people unnoticed | Steal magical items from someone mid-combat |
| Stealth | Hide even while being watched | Move silently in armor | Become almost invisible, even in plain sight |
| Survival | Track creatures with pinpoint accuracy | Immune to natural hazards like extreme cold/heat | Predict natural disasters before they happen |
How to Use Skill Increases#
When you reach a level that grants a skill increase, you have two options:
Option 1: Learn a New Skill#
If you’re not proficient in a skill, you can gain proficiency in it.
- You add your proficiency bonus to checks using this skill
- You can now attempt checks that require proficiency
Option 2: Improve an Existing Skill#
If you’re already proficient in a skill, you can improve it to the next Expertise Level.
- First improvement → Expertise Level 1 (double proficiency)
- Second improvement → Expertise Level 2 (minor effect)
- Third improvement → Expertise Level 3 (major effect)
- Fourth improvement → Expertise Level 4 (legendary effect)
**Important**: You can only improve skills you're already proficient in. You must have the skill before you can improve it!
Example Progression#
Here’s an example of how a Rogue might develop their skills:
| Level | Choice | Result |
|---|---|---|
| 1 | Start with Stealth proficiency | +2 to Stealth (Prof bonus) |
| 3 | Improve Stealth | Expertise Level 1: +4 to Stealth |
| 5 | Learn Investigation | +3 to Investigation (Prof bonus) |
| 7 | Improve Stealth | Level 2: Can hide while being watched |
| 9 | Improve Investigation | Expertise Level 1: +6 to Investigation |
| 11 | Improve Stealth | Level 3: Can move silently in armor |
Strategic Considerations#
Breadth vs. Depth#
- Breadth: Learning many skills makes you versatile
- Depth: Improving a few skills to high levels makes you a master
Party Synergy#
- Consider what skills your party needs
- Avoid too much overlap unless you want to specialize
- High Expertise levels can define your character’s role
Combat vs. Utility#
- Some Expertise effects are useful in combat (Acrobatics, Athletics, Perception)
- Others shine in exploration and social encounters (Investigation, Persuasion, Stealth)
**Recommendation**: Reach Expertise Level 1 in your core skills first (double proficiency is powerful), then decide whether to specialize further or diversify.
This system makes skill checks matter at all levels and gives non-spellcasters more options outside combat!