Variant Rule: Skill Points

by Dungeon Friends

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Varient Rule: Skill Points (V1.0)

The Basics

This system repalces the skill proficiencies gained at first level with skill points gained a various points as you level. The number is based on your level and the base for the class in which you are taking that level. You invest these points to improve your skills, then when making a skill check you add a number equal to the number of points you have invested in that skill where before you would add or not add your proficiency bonus.

Gaining and Spending Skill Points

When you gain skill points those points must be spent in a skill, tool, or vehicle that corresponds to the class in which you are gaining a level, to your background, or to a tool, instrument, or vehicle you are proficient with (see 'Tool, Instrument, and Vehicle Proficiencies'). You cannot have the total number of skill points in a particular skill be more the number listed in the cap table below. You may also spend 2 skill points to gain a language, tool, instrument or vehicle proficiency.

Skill Points Per Level

Level Skill Points Gained
1 2 x Base
3, 7, 11, 15,19 .5 x Base (Rounded Down)
5, 9, 13, 17 .5 x Base (Rounded Up)

Optional Rule: Intelligence Bonus

Increase the number of skill points gained at 1st level by your intelligence modifier and at 5th, 9th, 13th, and 17th levels by your half intelligence modifier rounded away from 0. This rule is intended to fix the problem of most classes treating intelligence as a dump stat. If your intelligence modifier is -1, this will result in you giving up the equivalent of one proficiency. On the other hand a intelligence maxed you effectively get three extra skills. If your bonus increases, you gain corresponding skill points retroactivley.

Skill Point Cap

Level Skill Point Cap
1, 2 3
3, 4 4
5 - 8 5
9, 10 6
11, 12 7
13 - 16 8
17, 18 9
19, 20 10

Base Values

Class Base Value
Barbarian, Cleric, Fighter,
Paladin, Sorcerer, Warlock,
Wizard, Druid, Monk
4
Bard, Ranger 5
Rogue 6

Changes to Backgrounds

When you choose a background pick two skills, you can always put points into these skills regardless of the class you are gaining a level in. Additionally choose some combination of two tools, instruments, languages, or vehicles. You gain proficiency with these as described below.

Specific Modifications

Tool, Instrument, and Vehicle Proficiencies

You may spend two points to gain proficiency in a tool, instrument, or vehicle. This makes you "proficient" with whatever you select. When use of the tool, instrument or vehicle requires you to make a check, make that check using the applicable skill as listed in the table below.

This requires the introduction of a new skill called crafting, this skill keeps track of a persons artistic talent. You may increase crafting anytime.

For some tools, instruments, and vehicles learning to use them makes a person better at the associated skill. When you gain proficiency in any artisan's tool, instrument, or vehicle also increase the number of points in the associated skill by one if possible.

Tool / Instrument / Vehicle Relevant Skill
Any Artisan's Tool Crafting (Dex)
Any Instrument Performance (Cha)
Disguise Kit Crafting (Int)
Forgery Kit Crafting (Int)
Herbalism Kit Medicine (Wis)
Navigator's Tools Survival (Wis)
Poisoners Kit Medicine (Wis)
Thieves' Tools Slight of Hand (Dex)
Land Vehicle Animal Handling (Wis)
Sea Vehicle Survival (Wis)

Crafting

This system introduces the crafting skill. This skill can be used as described above in conjunction with tool proficiencies, but this is not its only use. Just as skill with art helps judge other art in the real world, the crafting skill could be used in the way the appraise skill was in previous editions. Furthermore, the crafting skill could be use to detect forgeries or bad workmanship as a craftsman would know which details to look for.

Other Sources of Proficiency

Proficiency


Skills: If a feature would grant you proficiency in a skill. Increase that number of points in that skill by what current proficiency bonus would be.

If this puts the score above your cap, then any additional skill points may be assigned as they would be for this class. Any time your proficiency bonus would increase hereafter, add an additional point to this skill.


Tools, Instruments, and Vehicles: If a feature would grant you proficiency in a tool, instrument, or vehicle, gain that proficiency as described above (including potential stat boosts).

Expertise

Skills: If a feature allows you to double your proficiency bonus on a skill follow the above rules, but also raise the cap on that skill to double your proficiency bonus. For the purposes of determining eligible skills, see 'Am I Proficient?'.


Tools, Instruments, and Vehicles: You can no longer gain expertise in these and would simply gain expertise in the associated skill.

Jack of All Trades

When making a skill check you can choose to add a bonus equal to half what your proficiency bonus would be or to add a bonus based on the number of skill points you have invested, whichever is higher.

Remarkable Athlete

When making a strength, dexterity, or constitution check add either half what you proficiency bonus would be or the bonus your skill points would indicate, whichever is higher.

Changes To Feats


Skilled: Treat the three skills as if they were gained from a class or racial ability. Additionally these skills count as background skills for the purposes of increasing them at later levels. If you choose a tool gain proficiency in that tool as described above (potentially increase the relevant skill by one).


Prodigy: Treat the skill and tool proficiencies the same as the skilled feat does. Treat the expertise the as a class feature that grants expertise.

Am I Proficient?

If an ability is based on whether or not you are proficient in a skill (ex. rogue's Reliable Talent), consider yourself proficient in any skill with a number of points assigned that is equal to or greater than what your proficiency bonus would be.

An Authors Note

This system is intended for experienced players looking for more customization options in their character design without significantly effecting balance. Our point system is design to keep the total amount of bonus players receive over time roughly the same as in the core game.

If a player were to evenly divide their points up amongst a number of skills corresponding to their class and background then they should remain roughly in line with how proficiency bonuses would progress under RAW.

The only major change is the way tools are treated. This change is necessary for the system because otherwise players would only put points into skills and never tools (except maybe thieves tools). The +1 bonus for instruments, vehicles, and certain tools are meant to incentivize less mechanically valuable tools. The introduction of a crafting skill also feels more complete than the rules as written since different forms of art should share skills. The crafting skill could also fill the gap left by the lack of an appraise skill in this addition.

Ultimately the goal is to have a system that is more flexible than 5e RAW, but not so complicated as to impede game play.

 

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