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Step 6 - Determining Your Skills

Player Characters have Skills that they can use and some grant additional action options once trained. Each Skill has a Primary Attribute assigned to it, but through roleplay, a player may attempt to use a skill using a different attribute provided that the DM agrees with it. If no declaration is made prior to the role the primary attribute will be assumed.

Skills can be trained in 4 different levels of Mastery: Novice, Adept, Expert, and Master. As you attain the next level of mastery for a skill you will get an additional +2 to that skill.

Untrained +0
Novice +1d4
Adept +1d6
Expert +1d8
Master +1d10

Gaining Expertise In a Skill Increases your level of Mastery By 1 and your Skill Cap along with it. Grandmaster is a 5th level of skill mastery otherwise unattainable, attained when you have mastered a skill in which you have expertise. This grants you an additional d20 to roll for the associated skill and acts as permanent advantage for the purpose of this skill. However, keep in mind that other factors that may grant disadvantage still apply and will cause you to lose your extra dice, and you'll have to proceed with a flat-roll.

Skills Caps are at 1, 5, 10, 15, and 20 respectively.

The list of Skills and their Primary Attributes are as follows:

Strength:
Athletics
Intimidation

Agility:
Acrobatics
Trickery
Stealth

Problem-Solving:
Investigation
Medicine
Survival

Knowledge:
Nature
History
Arcana
Religion
Occultism

Lore:
Charisma: Knowledge:
Society
Influence
  Awareness:
Awareness isn't tied to any of the Attributes and instead uses the Character's Prime Attribute, which is their highest attribute. This modifier is used for general awareness checks.

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