https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Papa+slow-ying&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T15:36:42ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1454809Skill Ranks (5e Variant Rule)2021-03-29T02:47:57Z<p>Papa slow-ying: revised the rule somewhat</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels.<br />
Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill. The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2.<br />
In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. You can invest skill ranks in cross-class skills, but each +1 bonus costs 2 skill ranks instead of 1.<br />
If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your {{5a|int}} modifier increases, you receive an amount of skill ranks equal to your level + 1 (per each +1 increase of your {{5a|int}} modifier) that you can spend immediately.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 8 + {{5e|Intelligence|Int}} + background modifier || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 4 + {{5e|Intelligence|Int}} + background modifier || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 6 + {{5e|Intelligence|Int}} + background modifier || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 6 + {{5e|Intelligence|Int}} + background modifier || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 10 + {{5e|Intelligence|Int}} + background modifier || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 4 + {{5e|Intelligence|Int}} + background modifier || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks at 1st Level !! Bonus Skill Ranks at 5th, 9th, 13th, and 17th Levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +4 || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +4 || +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +8 || +4<br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. You do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at each of 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to your proficiency bonus. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1454804Skill Ranks (5e Variant Rule)2021-03-29T02:37:06Z<p>Papa slow-ying: </p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill. The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. You can invest skill ranks in cross-class skills, but each +1 bonus costs 2 skill ranks instead of 1. If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier increases, you receive an amount of skill ranks equal to your level + 1 that you can spend immediately.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks at 1st Level !! Bonus Skill Ranks at 5th, 9th, 13th, and 17th Levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +4 || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +4 || +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +8 || +4<br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. As the word "subsequent" implies, you do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to your proficiency bonus. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Urban_Kobold_(5e_Race)&diff=1452266Urban Kobold (5e Race)2021-03-22T18:24:03Z<p>Papa slow-ying: </p>
<hr />
<div>{{unattributed}}<br />
{{needsbalance|+4 ASI, pack tactics does not belong on a player race (period), even when it is "balanced" by a downside trait. walking speed would make it the fastest race in most games with no other drawbacks. me and my homies hate the urban kobold.}}<br />
[[File:Urban Kobold.jpg|thumb]]<br />
==Urban Kobolds==<br />
As he ran through the sewers, the Kobold dropped small ball bearings behind him, hoping to trip up his pursuer. As he scrambled up a ladder, he emerged into a street alleyway. This peculiar Kobold ran his claw through the fur on his head...relieved that he escaped the monstrous menace from below.<br />
<br />
A Kobold with white silky fur waved her claws, and two bolts of crackling lightning began to electrocute the guards, thanks to her metamagic. The Kobold cackled maniacally, swishing her fuzzy tail in delight.<br />
===Physical Description===<br />
Urban Kobolds are slightly taller than the average Kobold, and have both scales and fur. The scales are typically dark colors, like brown, black, or grey. Their fur ranges from a variety of shades of black, white, and even salt-and-pepper patterns. Occasionally, they have fur patterns similar to bats, with orange highlights.<br />
<br />
===History===<br />
Urban kobolds, or "Urbolds", are speculated to have come into existence when kobolds in urban societies were driven out and into the sewers as outcasts. There, they mingled (and eventually mated) with were-rats, ratfolk, and even were-bats. The result was a slightly more durable, Hardy Kobold with fur as well as scales, and developing a plethora rat or bat features, while remaining their strong draconic heritage. Highly more curious than their pureblood kin, they have their own version of the "Urd" (Winged Kobold), sporting leather bat wings on their arms.<br />
<br />
===Society===<br />
As the kobolds were exiled, they bonded more than ever with each other, and with other vermin. They work as packs no longer with just their kind, but they exhibit oddly efficient teamwork with other creatures, finding inventive ways to draw out each other's strengths. This has led, however, to a creature that thrives with others, and suffers when alone.<br />
<br />
===Urban Kobold Names===<br />
Urban Kobolds often take Kobold names, and ratfolk names, or a blend of the two. They also are similar to vocalizations.<br />
<br />
'''Male:''' Skrit, Hekk, Tapps, Ackk, Yapp<br />
<br />
'''Female:''' Skrii, Blehp, Pōk, Ēk, Yipp<br />
<br />
===Urban Kobold Traits===<br />
{{5e Racial Traits<br />
|summary=Urban Kobolds are very sociable (and apparently cuddly) creatures, and a lot more durable than normal kobolds.<br />
|abilities=Your {{5a|cha}} and {{5e|con}} scores increases by 1 and your {{5a|dex}} score increases by 2.<br />
|age=An Urban Kobold lives up to 200 years, much longer than a regular Kobold.<br />
|alignment=Urban Kobolds lean towards chaotic alignments, and are seldom evil.<br />
|size=Urban kobolds stand 3½ feet to 4 feet tall. Their tails are often just as long as them.<br />
|speed=Your base walking speed is 40 feet. <br />
|trait1=Darkvision<br />
|description1=You can see in the dark up to 60 feet in shades of grey.<br />
|trait2=Pack Tactics<br />
|description2=The urban kobold has advantage on an attack roll against a creature if at least one of the urban kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.<br />
|trait3=Pack Necessity<br />
|description3=If you are in the melee range of two different hostile creatures, and you are the only one in their melee range and they are not in any other ally's melee range, you have disadvantage on saving throws forced by them and disadvantage on attacks against them.<br />
|trait4=Fluffy Soft Fur<br />
|description4=You ignore extreme cold conditions.<br />
|trait5=Labyrinthine Recall<br />
|description5=The urban kobold can perfectly recall any path it has traveled.<br />
|languages= You can speak, read, and write Common, Draconic, and one other language of your choice.<br />
}}<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--> Urban Kobold<br />
|feet=<!--base height feet--> 3<br />
|inches=<!--base height inches--> 1<br />
|heightmod=<!--height modifier--> 2d4<br />
|weight=<!--base weight--> 35<br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--> 2<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Urban_Kobold_(5e_Race)&diff=1452262Urban Kobold (5e Race)2021-03-22T18:20:25Z<p>Papa slow-ying: added needsbalance template</p>
<hr />
<div>{{unattributed}}<br />
{{needsbalance|+4 ASI, Pack tactics does not belong on a player race (period), even when it is "balanced" by a downside trait. Walking speed would make it the fastest race in most games with no other drawbacks. Me and my homies hate the urban kobold.}}<br />
[[File:Urban Kobold.jpg|thumb]]<br />
==Urban Kobolds==<br />
As he ran through the sewers, the Kobold dropped small ball bearings behind him, hoping to trip up his pursuer. As he scrambled up a ladder, he emerged into a street alleyway. This peculiar Kobold ran his claw through the fur on his head...relieved that he escaped the monstrous menace from below.<br />
<br />
A Kobold with white silky fur waved her claws, and two bolts of crackling lightning began to electrocute the guards, thanks to her metamagic. The Kobold cackled maniacally, swishing her fuzzy tail in delight.<br />
===Physical Description===<br />
Urban Kobolds are slightly taller than the average Kobold, and have both scales and fur. The scales are typically dark colors, like brown, black, or grey. Their fur ranges from a variety of shades of black, white, and even salt-and-pepper patterns. Occasionally, they have fur patterns similar to bats, with orange highlights.<br />
<br />
===History===<br />
Urban kobolds, or "Urbolds", are speculated to have come into existence when kobolds in urban societies were driven out and into the sewers as outcasts. There, they mingled (and eventually mated) with were-rats, ratfolk, and even were-bats. The result was a slightly more durable, Hardy Kobold with fur as well as scales, and developing a plethora rat or bat features, while remaining their strong draconic heritage. Highly more curious than their pureblood kin, they have their own version of the "Urd" (Winged Kobold), sporting leather bat wings on their arms.<br />
<br />
===Society===<br />
As the kobolds were exiled, they bonded more than ever with each other, and with other vermin. They work as packs no longer with just their kind, but they exhibit oddly efficient teamwork with other creatures, finding inventive ways to draw out each other's strengths. This has led, however, to a creature that thrives with others, and suffers when alone.<br />
<br />
===Urban Kobold Names===<br />
Urban Kobolds often take Kobold names, and ratfolk names, or a blend of the two. They also are similar to vocalizations.<br />
<br />
'''Male:''' Skrit, Hekk, Tapps, Ackk, Yapp<br />
<br />
'''Female:''' Skrii, Blehp, Pōk, Ēk, Yipp<br />
<br />
===Urban Kobold Traits===<br />
{{5e Racial Traits<br />
|summary=Urban Kobolds are very sociable (and apparently cuddly) creatures, and a lot more durable than normal kobolds.<br />
|abilities=Your {{5a|cha}} and {{5e|con}} scores increases by 1 and your {{5a|dex}} score increases by 2.<br />
|age=An Urban Kobold lives up to 200 years, much longer than a regular Kobold.<br />
|alignment=Urban Kobolds lean towards chaotic alignments, and are seldom evil.<br />
|size=Urban kobolds stand 3½ feet to 4 feet tall. Their tails are often just as long as them.<br />
|speed=Your base walking speed is 40 feet. <br />
|trait1=Darkvision<br />
|description1=You can see in the dark up to 60 feet in shades of grey.<br />
|trait2=Pack Tactics<br />
|description2=The urban kobold has advantage on an attack roll against a creature if at least one of the urban kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.<br />
|trait3=Pack Necessity<br />
|description3=If you are in the melee range of two different hostile creatures, and you are the only one in their melee range and they are not in any other ally's melee range, you have disadvantage on saving throws forced by them and disadvantage on attacks against them.<br />
|trait4=Fluffy Soft Fur<br />
|description4=You ignore extreme cold conditions.<br />
|trait5=Labyrinthine Recall<br />
|description5=The urban kobold can perfectly recall any path it has traveled.<br />
|languages= You can speak, read, and write Common, Draconic, and one other language of your choice.<br />
}}<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--> Urban Kobold<br />
|feet=<!--base height feet--> 3<br />
|inches=<!--base height inches--> 1<br />
|heightmod=<!--height modifier--> 2d4<br />
|weight=<!--base weight--> 35<br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--> 2<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Life_Sap_(5e_Spell)&diff=1446596Life Sap (5e Spell)2021-03-07T01:27:06Z<p>Papa slow-ying: fixed the spell</p>
<hr />
<div>{{5e Spell<br />
|name=Life Sap<br />
|school=Necromancy<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=1st<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S, M (A drop of blood)<br />
|dur=Instantaneous<br />
|summary=<br />
}}<br />
<br />
Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.<br />
<br />
You can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature.<br />
<br />
This spell has no effect on undead or constructs.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 per slot level above 1st.<br />
<br />
<vote type=1/><br />
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{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Bard 1]]<br />
[[Category:Sorcerer 1]]<br />
[[Category:Warlock 1]]<br />
[[Category:Wizard 1]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=College_of_Taiko_(5e_Subclass)&diff=1446299College of Taiko (5e Subclass)2021-03-06T01:04:44Z<p>Papa slow-ying: changed it so gabe won't notice</p>
<hr />
<div>===College of Taiko===<br />
Bards of the College of Taiko, who call themselves Bachi, create music from dual wielded weapons and the sounds of the battle itself as their instruments. In feudal lands, the Taiko Bachi were often used to motivate troops, call out orders or announcements, and set a marching pace. A bard of Taiko hears and manipulates the rhythm and sound of combat, using it to control and influence the combatants.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level when you join this college, you gain proficiency with medium armor.<br />
;Taiko Two-Weapon Fighting<br />
Also at 3rd level when you join this college, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you may use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.<br />
;The Beat of Battle<br />
Also at 3rd level, as a bonus action, you may expend a usage of your Bardic Inspiration in order to give any number of creatures of your choice within 10 feet of you a Bardic Inspiration die.<br />
<br />
At 14th level, the range of this ability increases to 30 feet.<br />
;Kata Form<br />
At 6th level, when you take the Attack action while you are holding two weapons, you can use a bonus action to cast a cantrip with a casting time of 1 action, or you can use a bonus action to attack with a melee weapon and use your Bardic Inspiration.<br />
;Kumi-Daiko Form<br />
Starting at 14th level, as a bonus action, you may expend any number of uses of your Bardic Inspiration to cast ''{{5e|haste}}'', targeting one creature for each use of Bardic Inspiration expended.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
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[[Category:Subclass]]<br />
[[Category:Bard]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=College_of_Taiko_(5e_Subclass)&diff=1446292College of Taiko (5e Subclass)2021-03-06T00:59:21Z<p>Papa slow-ying: fixed a feature that in hindsight was very powerful</p>
<hr />
<div>===College of Taiko===<br />
Bards of the College of Taiko, who call themselves Bachi, create music from dual wielded weapons and the sounds of the battle itself as their instruments. In feudal lands, the Taiko Bachi were often used to motivate troops, call out orders or announcements, and set a marching pace. A bard of Taiko hears and manipulates the rhythm and sound of combat, using it to control and influence the combatants.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level when you join this college, you gain proficiency with medium armor.<br />
;Two-Weapon Fighting<br />
Also at 3rd level when you join this college, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
;The Beat of Battle<br />
Also at 3rd level, as a bonus action, you may expend a usage of your Bardic Inspiration in order to give any number of creatures of your choice within 10 feet of you a Bardic Inspiration die.<br />
<br />
At 14th level, the range of this ability increases to 30 feet.<br />
;Kata Form<br />
At 6th level, when you take the Attack action while you are holding two weapons, you can use your bonus action to cast a cantrip with a casting time of 1 action.<br />
;Kumi-Daiko Form<br />
Starting at 14th level, as a bonus action, you may expend any number of uses of your Bardic Inspiration to cast ''{{5e|haste}}'', targeting one creature for each use of Bardic Inspiration expended.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Bard]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=College_of_Taiko_(5e_Subclass)&diff=1446291College of Taiko (5e Subclass)2021-03-06T00:51:27Z<p>Papa slow-ying: revised the class to be less overpowered</p>
<hr />
<div>===College of Taiko===<br />
Bards of the College of Taiko, who call themselves Bachi, create music from dual wielded weapons and the sounds of the battle itself as their instruments. In feudal lands, the Taiko Bachi were often used to motivate troops, call out orders or announcements, and set a marching pace. A bard of Taiko hears and manipulates the rhythm and sound of combat, using it to control and influence the combatants.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level when you join this college, you gain proficiency with medium armor.<br />
;Two-Weapon Fighting<br />
Also at 3rd level when you join this college, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
;The Beat of Battle<br />
Also at 3rd level, as a bonus action, you may expend a usage of your Bardic Inspiration in order to give any number of creatures of your choice within 10 feet of you a Bardic Inspiration die.<br />
<br />
At 14th level, the range of this ability increases to 30 feet.<br />
;Kata Form<br />
At 6th level, when you use your bonus action to attack with a melee weapon, you also cast a cantrip with a casting time of 1 action or use your Bardic Inspiration as part of the same bonus action.<br />
;Kumi-Daiko Form<br />
Starting at 14th level, as a bonus action, you may expend any number of uses of your Bardic Inspiration to cast ''{{5e|haste}}'', targeting one creature for each use of Bardic Inspiration expended.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Bard]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Kuo-Toa_(5e_Race)&diff=1438605Kuo-Toa (5e Race)2021-02-14T03:41:17Z<p>Papa slow-ying: someone ruined this article. undoing revisions</p>
<hr />
<div>==Kuo-Toa==<br />
<br />
{{quote|1=They create their own gods, the very definition of insanity.|orig=Saral Mizzrym of Menzoberranzan}}<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:325px;float:right">{{5e Image|float:right;|https://vignette.wikia.nocookie.net/forgottenrealms/images/2/28/Kuo-toa-5e.jpg|A kuo-toa. Source: Wizards of the Coast<ref>D&D 5e Monster Manual pp.199</ref>}}</div><br />
A kuo-toa superficially resemble a grotesque cross between a fish and a humanoid. Their stout, stocky bodies are covered in slippery blue or purple scales, with clawed, webbed feet and black nails. Their hands are much more {{5e|Human}}-like, ending in the blunt nails typical of most humanoid races. Where one would normally expect the neck of a humanoid to be, there is instead the head of a fish, placed as if it had been grafted on. Some kuo-toa will display whiskers similar to those of a catfish, others have fins at the sides or tops of their heads, and a few have a mixture of both. Their bulging eyes are always a sickly yellow color, with a massive black pupil in the center.<br />
<br />
===History===<br />
In days long past, kuo-toa once dwelled on the shores and islands of the surface world. The kuo-toa were driven deep underground by the humans and their ilk, dooming them to spend eternity in darkness. In their prison of the Underdark, the kuo-toa came into contact with the illithid, and found themselves a new set of oppressors. The illithid subjected the kuo-toa to slavery, condemning thousands to lives as chattel. The kuo-toa were a simple race, and were never intended to bear through the mental strain the illithids' psychic energy placed upon them. Nearly every kuo-toa was driven hopelessly mad and paranoid, and they retain their madness, even long after the mind flayers abandoned them. They invent their own gods in their madness, in a vain effort to protect themselves from the threats they face in their dangerous home.<br />
<br />
===Society===<br />
Kuo-toa revere deities of their own design. Though their gods are not real, if enough kuo-toa fervently believe in a deity, their subconcious minds have a strange way of combining their power and manifesting that deity as a physical entity. Among the most revered kuo-toa gods are Blibdoolpoolp the Sea Mother, a female {{5e|Human}} with a crayfish head, claws, and shell covering her shoulders.<br/><br />
Archpriests hold among the highest positions in kuo-toa society, being surrounded by fanatical devotees of their faith. Archpriests' devotion to their deity is so fervent that they manifest divine powers similar to a {{5e|Cleric}}. Archpriests also have the power to bestow a fraction of their mystical powers to particularly loyal underlings known as whips, who fight to the death to become the archpriest's heir when the archpriest succumbs. A disloyal whip may be stripped of its powers, if not its life.<br/><br />
Most other humanoid societies view the kuo-toas' strange ways with disdain, chief among them being the Drow, who have slain the kuo-toa on sight as long as the two races have known each other.<br />
<br />
===Kuo-Toa Names===<br />
Kuo-toa names are either stolen from other cultures or pulled from the dark depths of their insane minds, providing little deep meaning.<br />
<br />
'''Male:''' Flip, Trent, Trajor, JolJom, Shuushar, Ploopploopeen, Glooglugogg<br />
<br />
'''Female:''' Sally, Feminis, Sardini, Bloppblippodd<br />
<br />
===Kuo-Toa Traits===<br />
{{5e Racial Traits<br />
|summary=A repugnant race of slimy fish-like humanoids.<br />
|abilities= Your {{5a|str}} score increases by 2, and your {{5a|wis}} score increases by 1.<br />
|age= The Kuo-toa age a bit faster than {{5e|Human}}s, reaching maturity at age 7 and living around half a century.<br />
|alignment=Kuo-toa generally tend towards evil, their insane minds feeding their primal selfishness.<br />
|size= Kuo-toa range from a little over 4 and a half to just barely over 5 feet tall, and weigh on average 120 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.<br />
|trait1=Amphibious<br />
|description1=You can breathe in both air and water.<br />
|trait2={{5E|Darkvision|Superior Darkvision}}<br />
|description2=You are accustomed to the darkness of the Underdark, where daylight has no power. {{5e SDarkvision}}<br />
|trait3=Slippery<br />
|description3=You have {{5e|Advantage}} on ability checks and saving throws made to escape a grapple or avoid being grappled.<br />
|trait4=Otherworldly Perception<br />
|description4=As an action, you can choose to glimpse beyond the veil of reality for a brief window of time. For the next minute, you can see {{5c|invisible}} creatures and objects within 60 feet of you as if they were visible, and you can see 60 feet into the {{5e|The_Planes_of_Existence#Transitive_Planes|Ethereal Plane}}. Once you use this trait, you can do so again until you finish a {{5e|Long Rest}}.<br />
|languages=You can speak, read, and write Common and Undercommon.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Kuo-toa<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d4<br />
|weight=100<br />
|weightmod=1d4<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=User:Papa_slow-ying&diff=1362210User:Papa slow-ying2020-07-27T20:50:09Z<p>Papa slow-ying: </p>
<hr />
<div>[https://discord.gg/fzf4A2n link to my ttrpg discord]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Sun_Wukong_(5e_Creature)&diff=1344410Sun Wukong (5e Creature)2020-06-07T23:35:07Z<p>Papa slow-ying: </p>
<hr />
<div><!--[[Category:NPC]]--><br />
<br />
==Sun Wukong==<br />
{{5e Creature<br />
|size=Medium<br />
|type=celestial<br />
|race=shapechanger<br />
|alignment=chaotic good<br />
|ac=19<br />
|armor=[[5e SRD:Studded Leather (Armor)|studded leather]]<br />
|hd=27<br />
|hp=<br />
|hpdice=<br />
|speed=50 ft., climb 40 ft., fly 50 ft.<br />
|str=22<br />
|dex=25<br />
|con=22<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves=<br />
|dexsave=yes<br />
|consave=yes<br />
|wissave=yes<br />
|chasave=yes<br />
|skills=<br />
|acrobatics=yes<br />
|animalhandling=yes<br />
|deception=yes<br />
|insight=yes<br />
|perception=yes<br />
|sleightofhand=yes<br />
|stealth=yes<br />
|di=poison; bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|ci={{5c|poisoned}}<br />
|dr=acid, cold, fire, lightning<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|truesight}} 120 ft.; passive [[5e SRD:Perception Skill|Perception]] 20<br />
|languages=Abyssal, Celestial, Common; telepathy 120 ft.<br />
|cr=20<br />
|xp=<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If Sun Wukong fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Avoidance.''''' If Sun Wukong is subjected to an effect that allows him to make a saving throw to take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.<br />
<br />
'''''Innate Spellcasting.''''' Sun Wukong’s spellcasting ability is {{5a|Cha}} (spell saving throw DC 18, +10 to hit with spell attacks). Sun Wukong can innately cast the following spells, requiring no material components:<br><br />
At will: [[5e SRD:Expeditious Retreat|''expeditious retreat'']], ''{{5e|knock}}'', [[5e SRD:Mirror Image|''mirror image'']], [[5e SRD:Misty Step|''misty step'']], [[5e SRD:Minor Illusion|''minor illusion'']], {{5e|prestidigitation}}, [[5e SRD:Vicious Mockery|''vicious mockery'']]<br><br />
3/day each: [[5e SRD:Alter Self|''alter self'']], [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Hold Person|''hold person'']], [[5e SRD:Magic Circle|''magic circle'']]<br><br />
1/day: [[5e SRD:Hold Monster|''hold monster'']]<br />
<br />
'''''Limited Magic Immunity.''''' Sun Wukong can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has {{5e|advantage}} on saving throws against all other spells and magical effects.<br />
<br />
'''''Magic Weapons.''''' Sun Wukong’s {{5e|quarterstaff}} is a magical weapon.<br />
<br />
'''''Shapechanger.''''' Sun Wukong can use his action to polymorph into a Medium or smaller beast, humanoid, or fiend, or back into his true form. His statistics are the same in each form. Any equipment that he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies.<br />
<br />
'''''Speak with Primates.''''' Sun Wukong can communicate with apes, baboons, and monkeys as if they shared a language. <br />
<br />
'''''Special Eyes.''''' Sun Wukong has {{5e|disadvantage}} on saving throws against being {{5c|blinded}} by smoke.<br />
<br />
'''''Standing Leap.''''' Sun Wukong’s [[5e SRD:Jumping#Long Jump|long jump]] is up to 40 feet and his [[5e SRD:Jumping#High Jump|high jump]] is up to 20 feet, with or without a running start. <br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' Sun Wukong makes three {{5e|quarterstaff}} attacks.<br />
<br />
'''''{{5E|Quarterstaff}}.''' Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) bludgeoning damage.<br />
<br />
'''''Special Attack (Recharge 5-6).''''' Sun Wukong makes one of the following special attacks:<br />
<br />
'''Sweeping Blow.''' Sun Wukong magically elongates his {{5e|quarterstaff}} and sweeps it across a 60-foot cone. Each creature in that cone must make a DC 21 {{5a|Dex}} saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked {{5c|Prone}}.<br/><br />
'''Thrusting Blow.''' Sun Wukong magically elongates his {{5e|quarterstaff}} at great speed, forming a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 {{5a|Dex}} saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked {{5c|Prone}}.<br />
<br />
'''''Hair Clones (1/Day).''''' Sun Wukong magically creates 5 (2d4) duplicates of himself. These duplicates have 1 hit point each, but otherwise share Sun Wukong’s statistics. The clones appear in unoccupied spaces adjacent to the Sun Wukong and act on Sun Wukong’s turn in the initiative order. When a clone takes the Attack action, it may only make a single quarterstaff attack. The clones do not have legendary actions and cannot use Sun Wukong’s Sweeping Blow or Thrusting Blow features.<br />
<br />
<br />
|legendary={{Unique Legendary Actions|Sun Wukong|3|his}}<!--Delete if unused--><br />
<br />
'''Staff.''' Sun Wukong makes a {{5e|quarterstaff}} attack.<br><br />
'''Goad.''' Sun Wukong casts [[5e SRD:Vicious Mockery|''vicious mockery'']].<br><br />
'''Typhoon Blow (Costs 2 Actions).''' Sun Wukong magically elongates his {{5e|quarterstaff}} and sweeps it through a 20-foot radius circle. Each creature in that area must make a DC 21 {{5a|Dex}} saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 20 feet away from Sun Wukong and knocked {{5c|prone}}.<br />
<br />
'''Variant: No Clones'''<br><br />
If Sun Wukong forgoes the use of his hair clones, he has an effective challenge rating of 16 (15,000 XP).<br />
<br />
<br />
|description=<br />
[[File:Sun-wukong.png|700px|thumb|right]]<div/><br />
<br />
Sun Wukong, also known as the Monkey King, is famed throughout the multiverse as an archetypal adventurer, a troublemaker, and a force for good. Though he is known by many different names across different worlds—including Qitian Dasheng, Seiten Taisei, and Son Goku—his deeds are universally acclaimed, and he is renowned as both a hero and a demigod. <br />
<br />
'''''Chaos Born of Order.''''' Sun Wukong was born from a rock on the slopes of Mount Celestia, where he became the leader of a troupe of celestial monkeys and caused much mischief with them. So great was the discord he sewed that the gods themselves took notice, and decided to welcome him into their ranks in order to rein in his chaos. <br><br />
At first Sun Wukong was thrilled at his ascension to godhood, until he realized that the other gods meant for him to serve as little more than a celestial stable boy. Incensed, the Monkey King ran amok through the halls of heaven, declaring himself to be the Great Sage, Equal of Heaven. Legends say that he singlehandedly bested the greatest warriors of Mount Celestia, though he was eventually captured and imprisoned under the crushing weight of a mountain for five hundred years. <br />
<br />
'''''Journey of Redemption.''''' Eventually, Sun Wukong would be released by a kindly monk, in exchange for helping that monk complete a crucial journey to the west. During this journey the Monkey King protected his new master from countless fiends, becoming an adept demon slayer and earning a reputation as a hero. He also learned a measure of humility and respect, though at his core he remains a boisterous and free-spirited individual.<br />
<br />
'''''Purloined Immortality.''''' During his rampage through Mount Celestia, Sun Wukong is said to have stolen and consumed the Peaches of Xi Wangmu, the pills of longevity, and the wine of the Jade Emperor. Any one of these items would be enough to make an ordinary humanoid immortal, and combined they render the Monkey King almost invincible, such that even the gods could not execute him. When the god Laozi locked Sun Wukong in a sacred crucible and tried to distil him into an elixir over 49 days, all this did was give him supernatural vision and a weakness to smoke. When the Monkey King was imprisoned under a mountain, its weight merely restrained him, and he was not actually harmed in any way. <br />
<br />
'''''Heavenly Arms and Powers.''''' Sun Wukong wields the ''Ruyi Jingu Bang'', a legendary quarterstaff that can elongate to incredible lengths at his mental command. He wears enchanted boots that allow him to fly by clicking their heels together, which summons a wisp of cloud that he can stand upon and mentally command. <br> <br />
Beyond his magical weapons and martial skill, the Monkey King has an innate grasp of magic. He knows spells that can conjure wind, paralyze mortals and demons, teleport himself and others over short distances, keep supernatural creatures at bay, and alter his appearance. Most impressive of all is his ability to create clones of himself from his own hairs, which act in concert with him and follow his mental commands. Though the clones themselves are frail and easily dispatched with a single blow, their assistance can easily turn the tide of battle in the Monkey King’s favour. <br />
<br />
'''''Immortal Nature.''''' Sun Wukong doesn't require air, food, drink, or sleep.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Sun_Wukong_(5e_Creature)&diff=1344409Sun Wukong (5e Creature)2020-06-07T23:34:19Z<p>Papa slow-ying: fixed image</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<br />
==Sun Wukong==<br />
{{5e Creature<br />
|size=Medium<br />
|type=celestial<br />
|race=shapechanger<br />
|alignment=chaotic good<br />
|ac=19<br />
|armor=[[5e SRD:Studded Leather (Armor)|studded leather]]<br />
|hd=27<br />
|hp=<br />
|hpdice=<br />
|speed=50 ft., climb 40 ft., fly 50 ft.<br />
|str=22<br />
|dex=25<br />
|con=22<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves=<br />
|dexsave=yes<br />
|consave=yes<br />
|wissave=yes<br />
|chasave=yes<br />
|skills=<br />
|acrobatics=yes<br />
|animalhandling=yes<br />
|deception=yes<br />
|insight=yes<br />
|perception=yes<br />
|sleightofhand=yes<br />
|stealth=yes<br />
|di=poison; bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|ci={{5c|poisoned}}<br />
|dr=acid, cold, fire, lightning<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|truesight}} 120 ft.; passive [[5e SRD:Perception Skill|Perception]] 20<br />
|languages=Abyssal, Celestial, Common; telepathy 120 ft.<br />
|cr=20<br />
|xp=<br />
|features=<br />
'''''Legendary Resistance (3/Day).''''' If Sun Wukong fails a saving throw, he can choose to succeed instead.<br />
<br />
'''''Avoidance.''''' If Sun Wukong is subjected to an effect that allows him to make a saving throw to take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.<br />
<br />
'''''Innate Spellcasting.''''' Sun Wukong’s spellcasting ability is {{5a|Cha}} (spell saving throw DC 18, +10 to hit with spell attacks). Sun Wukong can innately cast the following spells, requiring no material components:<br><br />
At will: [[5e SRD:Expeditious Retreat|''expeditious retreat'']], ''{{5e|knock}}'', [[5e SRD:Mirror Image|''mirror image'']], [[5e SRD:Misty Step|''misty step'']], [[5e SRD:Minor Illusion|''minor illusion'']], {{5e|prestidigitation}}, [[5e SRD:Vicious Mockery|''vicious mockery'']]<br><br />
3/day each: [[5e SRD:Alter Self|''alter self'']], [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Gust of Wind|''gust of wind'']], [[5e SRD:Hold Person|''hold person'']], [[5e SRD:Magic Circle|''magic circle'']]<br><br />
1/day: [[5e SRD:Hold Monster|''hold monster'']]<br />
<br />
'''''Limited Magic Immunity.''''' Sun Wukong can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has {{5e|advantage}} on saving throws against all other spells and magical effects.<br />
<br />
'''''Magic Weapons.''''' Sun Wukong’s {{5e|quarterstaff}} is a magical weapon.<br />
<br />
'''''Shapechanger.''''' Sun Wukong can use his action to polymorph into a Medium or smaller beast, humanoid, or fiend, or back into his true form. His statistics are the same in each form. Any equipment that he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies.<br />
<br />
'''''Speak with Primates.''''' Sun Wukong can communicate with apes, baboons, and monkeys as if they shared a language. <br />
<br />
'''''Special Eyes.''''' Sun Wukong has {{5e|disadvantage}} on saving throws against being {{5c|blinded}} by smoke.<br />
<br />
'''''Standing Leap.''''' Sun Wukong’s [[5e SRD:Jumping#Long Jump|long jump]] is up to 40 feet and his [[5e SRD:Jumping#High Jump|high jump]] is up to 20 feet, with or without a running start. <br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' Sun Wukong makes three {{5e|quarterstaff}} attacks.<br />
<br />
'''''{{5E|Quarterstaff}}.''' Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) bludgeoning damage.<br />
<br />
'''''Special Attack (Recharge 5-6).''''' Sun Wukong makes one of the following special attacks:<br />
<br />
'''Sweeping Blow.''' Sun Wukong magically elongates his {{5e|quarterstaff}} and sweeps it across a 60-foot cone. Each creature in that cone must make a DC 21 {{5a|Dex}} saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked {{5c|Prone}}.<br/><br />
'''Thrusting Blow.''' Sun Wukong magically elongates his {{5e|quarterstaff}} at great speed, forming a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 {{5a|Dex}} saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked {{5c|Prone}}.<br />
<br />
'''''Hair Clones (1/Day).''''' Sun Wukong magically creates 5 (2d4) duplicates of himself. These duplicates have 1 hit point each, but otherwise share Sun Wukong’s statistics. The clones appear in unoccupied spaces adjacent to the Sun Wukong and act on Sun Wukong’s turn in the initiative order. When a clone takes the Attack action, it may only make a single quarterstaff attack. The clones do not have legendary actions and cannot use Sun Wukong’s Sweeping Blow or Thrusting Blow features.<br />
<br />
<br />
|legendary={{Unique Legendary Actions|Sun Wukong|3|his}}<!--Delete if unused--><br />
<br />
'''Staff.''' Sun Wukong makes a {{5e|quarterstaff}} attack.<br><br />
'''Goad.''' Sun Wukong casts [[5e SRD:Vicious Mockery|''vicious mockery'']].<br><br />
'''Typhoon Blow (Costs 2 Actions).''' Sun Wukong magically elongates his {{5e|quarterstaff}} and sweeps it through a 20-foot radius circle. Each creature in that area must make a DC 21 {{5a|Dex}} saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 20 feet away from Sun Wukong and knocked {{5c|prone}}.<br />
<br />
'''Variant: No Clones'''<br><br />
If Sun Wukong forgoes the use of his hair clones, he has an effective challenge rating of 16 (15,000 XP).<br />
<br />
<br />
|description=<br />
[[File:Sun-wukong.png|600px|thumb|right]]<div/><br />
<br />
Sun Wukong, also known as the Monkey King, is famed throughout the multiverse as an archetypal adventurer, a troublemaker, and a force for good. Though he is known by many different names across different worlds—including Qitian Dasheng, Seiten Taisei, and Son Goku—his deeds are universally acclaimed, and he is renowned as both a hero and a demigod. <br />
<br />
'''''Chaos Born of Order.''''' Sun Wukong was born from a rock on the slopes of Mount Celestia, where he became the leader of a troupe of celestial monkeys and caused much mischief with them. So great was the discord he sewed that the gods themselves took notice, and decided to welcome him into their ranks in order to rein in his chaos. <br><br />
At first Sun Wukong was thrilled at his ascension to godhood, until he realized that the other gods meant for him to serve as little more than a celestial stable boy. Incensed, the Monkey King ran amok through the halls of heaven, declaring himself to be the Great Sage, Equal of Heaven. Legends say that he singlehandedly bested the greatest warriors of Mount Celestia, though he was eventually captured and imprisoned under the crushing weight of a mountain for five hundred years. <br />
<br />
'''''Journey of Redemption.''''' Eventually, Sun Wukong would be released by a kindly monk, in exchange for helping that monk complete a crucial journey to the west. During this journey the Monkey King protected his new master from countless fiends, becoming an adept demon slayer and earning a reputation as a hero. He also learned a measure of humility and respect, though at his core he remains a boisterous and free-spirited individual.<br />
<br />
'''''Purloined Immortality.''''' During his rampage through Mount Celestia, Sun Wukong is said to have stolen and consumed the Peaches of Xi Wangmu, the pills of longevity, and the wine of the Jade Emperor. Any one of these items would be enough to make an ordinary humanoid immortal, and combined they render the Monkey King almost invincible, such that even the gods could not execute him. When the god Laozi locked Sun Wukong in a sacred crucible and tried to distil him into an elixir over 49 days, all this did was give him supernatural vision and a weakness to smoke. When the Monkey King was imprisoned under a mountain, its weight merely restrained him, and he was not actually harmed in any way. <br />
<br />
'''''Heavenly Arms and Powers.''''' Sun Wukong wields the ''Ruyi Jingu Bang'', a legendary quarterstaff that can elongate to incredible lengths at his mental command. He wears enchanted boots that allow him to fly by clicking their heels together, which summons a wisp of cloud that he can stand upon and mentally command. <br> <br />
Beyond his magical weapons and martial skill, the Monkey King has an innate grasp of magic. He knows spells that can conjure wind, paralyze mortals and demons, teleport himself and others over short distances, keep supernatural creatures at bay, and alter his appearance. Most impressive of all is his ability to create clones of himself from his own hairs, which act in concert with him and follow his mental commands. Though the clones themselves are frail and easily dispatched with a single blow, their assistance can easily turn the tide of battle in the Monkey King’s favour. <br />
<br />
'''''Immortal Nature.''''' Sun Wukong doesn't require air, food, drink, or sleep.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(5e_Race)&diff=1343833Yinglet (5e Race)2020-06-06T04:46:58Z<p>Papa slow-ying: standardized the DC</p>
<hr />
<div>==Yinglet==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://pre00.deviantart.net/7ada/th/pre/f/2017/089/8/2/yingletv2_by_momosukida-db43ux5.jpg|A male yinglet fishing for fresh clams. [https://momosukida.deviantart.com/art/Secret-Fishing-Spot-672026441 Source].}}</div><br />
Thin, lithe, and small, the yinglets resemble a cross between a shorebird and a rat. Their entire bodies are covered in brown, black, gray, or white mid-length fur, save for their forelegs (and occasionally forearms), which more closely resemble the forelegs of a shorebird: stilt-like, bony in texture, and black in coloration. They may or may not possess locks of {{5e|Human}}-like hair on their heads. Their heads and tails have the basic structure of a reptile; however, they possess large, bat-like ears on the sides of their heads, they have whisker-like protrusions from their eyebrows, and females (and certain feminine males) have a large tuft of fur on the tip of the tail. Most yinglets have only nine teeth: a single large, pointed "shelltooth" in the front of their mouths to crack open the shells of mollusk species, and four pairs of smaller, pointed teeth closer to the back of their mouths to prevent live prey from escaping. This unfortunate tooth arrangement prevents them from pronouncing "th" sounds, so all yinglets have a peculiar accent where they substitute "th" sounds for a different consonant (usually "z" or "d"). Their eyes are cat-like, with a colored sclera and black slits for irises. The color of the sclera can vary drastically, but is most commonly some shade of yellow. Their hands and feet are very similar in structure: they both have three single-jointed, clawed fingers and a single clawed opposable thumb, with pads similar to a cat or dog on both the palm and tip of each digit.<br />
<br />
===Internal Biology===<br />
Yinglets have a drastically different internal biology from most other humanoid races. Notably, they are unable to digest bread and other dry foods (such as nuts, corn, or rice). In addition, their internal clocks run much faster than humans: they sleep for an hour for every five hours spent awake, rather than eight hours for every sixteen. Their main food source is mollusk meat, such as clams, oysters, and slugs. They experience a brief euphoric feeling upon eating such foods, and with enough mollusk meat at one time they can become intoxicated for hours on end. Coupled with their emotional maturity, which is roughly comparable with that of a human in early-to-mid-adolescence, their affinity for mollusks forms an unfortunate combination.<br />
<br />
===History===<br />
The history of the yinglets is short but eventful. The yinglets originated from humid swampland filled with poisonous plants, much later than any of the other races. There they squabbled with each other briefly for small gains of territory until eventually being united by a single male yinglet of great intelligence and ability. His efforts established the enclave system, and by extension yinglet society as a whole. The yinglets never developed a language of their own, instead adopting the humans' language of Common. Similarly, they've never developed any technology of their own, resorting to scavenging and stealing from human society.<br />
<br />
===Society===<br />
Yinglet society is stratified into "enclaves", essentially tribes of yinglets ruled by a matriarch and an array of patriarchs. Being a relatively young race compared to humans, yinglets have few skills, and are reliant on scavenging to survive. They also have a gender ratio of about six males to one female, so females are highly coveted by yinglet society. It is rare for most male yinglets to even get a chance to see a female yinglet outside of the secret inner chambers of an enclave. Among other races, yinglets are seen as pesky vermin by most, and often occupy the lower classes of society.<br />
<br />
===Yinglet Names===<br />
Yinglet names are often random sounds with little meaning, or names borrowed from other races.<br />
<br />
'''Male:''' Beizel, Chakki, Figgins, Kattajak, Lopin, Mori'rai, Narklet, Poak, Simman, Zance, Zavvat, Zheodore, Zot, Zozzy<br/><br />
'''Female:''' Beatrix, Feeeena, Lippie, Ickney, Pekkit, Sesra, Teressa, Vesaria, Vizlet, Zebalabela, Zally, Zulie<br />
<br />
===Yinglet Traits===<br />
{{5e Racial Traits<br />
|summary=A race of diminutive rodent-like creatures.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age=Yinglets mature at six times the rate of humans, reaching adulthood at age 3. They live to be about 30 years old.<br />
|alignment=Due to the rigid enclave system, most yinglets tend to be lawful.<br />
|size=Yinglets range from just under 3 feet tall to just under 4 feet tall, and weigh on average about 35 pounds. Your size is Small.<br />
|speed=Your base walking speed is 30 feet.<!-- 0.5--><br />
|trait1={{5E|Darkvision}}<!-- 1 --><br />
|description1=Used to the dim light of dank, fetid swamps, you can see in dim light as if it were bright light out to a range of 60 feet, and in darkness as if it were dim light. You can't perceive color in darkness, only shades of gray.<br />
|trait2=Scavenger<!-- 1 --><br />
|description2=Coming from a society built on scavenging, you are proficient in the {{5c|Survival}} skill.<br />
|trait3=Slim Build<!-- 0 --><br />
|description3= You count as one size smaller for the purposes of determining your carrying capacity and the amount you can push, drag, and lift.<br />
|trait4=Yinglet Biology<!-- 1 --><br />
|description4=Used to a swamp environment rife with toxic plants, you have {{5e|Advantage}} on saving throws against poisons, and you have resistance against poison damage. However, you are also unable to digest bread or other similarly dry foods. Upon doing so, you must succeed on a DC 20 {{5a|con}} saving throw or vomit.<br />
|trait5=Yinglet Nimbleness<!-- 1 --><br />
|description5=Your slight frame and small stature allow you to move through a battlefield with ease. You can move through the space of any creature that is of a size larger than yours.<br />
|languages=You can speak, read, and write Common. You have a speech impediment that prevents you from pronouncing any "th" sounds. Such sounds must be substituted with an appropriate replacement, such as "z", "t", or "d".<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yinglet<br />
|feet=2<br />
|inches=8<br />
|heightmod=2d6<br />
|weight=28<br />
|weightmod=1<br />
}}<br />
<br />
===Optional Feature: Mutation===<br />
Yinglets are prone to genetic mutations. Optionally, you may choose from or roll on the table below for additional physical traits. These traits have no impact on gameplay, but may provide inspiration for role-playing scenarios.<br />
{| class="5e" style="text-align: left;"<br />
! d20 || Mutation<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 1 || Your ears are extremely large, each one about as large as your head.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Your eyes are unusually big, taking up the majority of your face.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 3 || Your shell tooth is sharp and jagged, resembling a poorly-sharpened dagger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Your shell tooth is bisected, similarly to a rabbit's front teeth.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 5 || Your ears are long and pointy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Your ears are short and more rounded.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 7 || You have a propensity to eat small, inedible objects, and your body can digest them.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Your tail is very long, extending a distance almost equivalent to your height behind your body.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 9 || Your fur is unusually luxurious and fluffy.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || You have a particularly large tail puff, even if male.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 11 || You digest food very quickly, and as a result almost always feel hungry.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Your irises form a very strange pattern that seems to move when other people look at it.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 13 || You have webbed fingers and toes.<br />
|-class="{{Odd-Even|{{"var:odd}}}}"<br />
| 14 || Your snout is unusually long.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 15 || Your snout is short and rounded.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Your tongue is extra-long, curled up in the extra space in your mouth and able to extend almost double the length of your snout.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 17 || Regardless of how much you drink, you cannot get drunk or suffer any negative effects from alcohol.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || You have four rows of four back teeth instead of four back teeth total.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 19 || Your fingers have one extra joint, allowing for the same level of articulation as {{5e|Human}} fingers.<br />
|-class="{{Odd-Even|{{var#:odd}}}}"<br />
| 20 || You have 1d4 extra fingers/toes distributed evenly between your hands and feet.<br />
|}<br />
<br />
===Optional Rule: Sleep Deprivation===<br />
Due to the unusual sleep schedule of the yinglets, the default rules for sleep deprivation<ref>D&D 5e XGtE pp.78</ref> aren't realistic. For DMs using these rules, use the following rules for the yinglets instead:<br/><br />
Whenever you end a 12-hour period without sleeping, you must succeed on a DC 10 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}}. It becomes harder to to fight off {{5c|Exhaustion}} if you stay awake for longer. After the first 12 hours, the DC increases by 5 for each consecutive 12-hour period you stay up. The DC resets to 10 if you sleep.<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=ValSalia|franchise=Out-of-Placers}}<br />
[[Category:Derivative Work]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(5e_Race)&diff=1343832Yinglet (5e Race)2020-06-06T04:46:18Z<p>Papa slow-ying: removed most of the annoying "human" links</p>
<hr />
<div>==Yinglet==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://pre00.deviantart.net/7ada/th/pre/f/2017/089/8/2/yingletv2_by_momosukida-db43ux5.jpg|A male yinglet fishing for fresh clams. [https://momosukida.deviantart.com/art/Secret-Fishing-Spot-672026441 Source].}}</div><br />
Thin, lithe, and small, the yinglets resemble a cross between a shorebird and a rat. Their entire bodies are covered in brown, black, gray, or white mid-length fur, save for their forelegs (and occasionally forearms), which more closely resemble the forelegs of a shorebird: stilt-like, bony in texture, and black in coloration. They may or may not possess locks of {{5e|Human}}-like hair on their heads. Their heads and tails have the basic structure of a reptile; however, they possess large, bat-like ears on the sides of their heads, they have whisker-like protrusions from their eyebrows, and females (and certain feminine males) have a large tuft of fur on the tip of the tail. Most yinglets have only nine teeth: a single large, pointed "shelltooth" in the front of their mouths to crack open the shells of mollusk species, and four pairs of smaller, pointed teeth closer to the back of their mouths to prevent live prey from escaping. This unfortunate tooth arrangement prevents them from pronouncing "th" sounds, so all yinglets have a peculiar accent where they substitute "th" sounds for a different consonant (usually "z" or "d"). Their eyes are cat-like, with a colored sclera and black slits for irises. The color of the sclera can vary drastically, but is most commonly some shade of yellow. Their hands and feet are very similar in structure: they both have three single-jointed, clawed fingers and a single clawed opposable thumb, with pads similar to a cat or dog on both the palm and tip of each digit.<br />
<br />
===Internal Biology===<br />
Yinglets have a drastically different internal biology from most other humanoid races. Notably, they are unable to digest bread and other dry foods (such as nuts, corn, or rice). In addition, their internal clocks run much faster than humans: they sleep for an hour for every five hours spent awake, rather than eight hours for every sixteen. Their main food source is mollusk meat, such as clams, oysters, and slugs. They experience a brief euphoric feeling upon eating such foods, and with enough mollusk meat at one time they can become intoxicated for hours on end. Coupled with their emotional maturity, which is roughly comparable with that of a human in early-to-mid-adolescence, their affinity for mollusks forms an unfortunate combination.<br />
<br />
===History===<br />
The history of the yinglets is short but eventful. The yinglets originated from humid swampland filled with poisonous plants, much later than any of the other races. There they squabbled with each other briefly for small gains of territory until eventually being united by a single male yinglet of great intelligence and ability. His efforts established the enclave system, and by extension yinglet society as a whole. The yinglets never developed a language of their own, instead adopting the humans' language of Common. Similarly, they've never developed any technology of their own, resorting to scavenging and stealing from human society.<br />
<br />
===Society===<br />
Yinglet society is stratified into "enclaves", essentially tribes of yinglets ruled by a matriarch and an array of patriarchs. Being a relatively young race compared to humans, yinglets have few skills, and are reliant on scavenging to survive. They also have a gender ratio of about six males to one female, so females are highly coveted by yinglet society. It is rare for most male yinglets to even get a chance to see a female yinglet outside of the secret inner chambers of an enclave. Among other races, yinglets are seen as pesky vermin by most, and often occupy the lower classes of society.<br />
<br />
===Yinglet Names===<br />
Yinglet names are often random sounds with little meaning, or names borrowed from other races.<br />
<br />
'''Male:''' Beizel, Chakki, Figgins, Kattajak, Lopin, Mori'rai, Narklet, Poak, Simman, Zance, Zavvat, Zheodore, Zot, Zozzy<br/><br />
'''Female:''' Beatrix, Feeeena, Lippie, Ickney, Pekkit, Sesra, Teressa, Vesaria, Vizlet, Zebalabela, Zally, Zulie<br />
<br />
===Yinglet Traits===<br />
{{5e Racial Traits<br />
|summary=A race of diminutive rodent-like creatures.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age=Yinglets mature at six times the rate of humans, reaching adulthood at age 3. They live to be about 30 years old.<br />
|alignment=Due to the rigid enclave system, most yinglets tend to be lawful.<br />
|size=Yinglets range from just under 3 feet tall to just under 4 feet tall, and weigh on average about 35 pounds. Your size is Small.<br />
|speed=Your base walking speed is 30 feet.<!-- 0.5--><br />
|trait1={{5E|Darkvision}}<!-- 1 --><br />
|description1=Used to the dim light of dank, fetid swamps, you can see in dim light as if it were bright light out to a range of 60 feet, and in darkness as if it were dim light. You can't perceive color in darkness, only shades of gray.<br />
|trait2=Scavenger<!-- 1 --><br />
|description2=Coming from a society built on scavenging, you are proficient in the {{5c|Survival}} skill.<br />
|trait3=Slim Build<!-- 0 --><br />
|description3= You count as one size smaller for the purposes of determining your carrying capacity and the amount you can push, drag, and lift.<br />
|trait4=Yinglet Biology<!-- 1 --><br />
|description4=Used to a swamp environment rife with toxic plants, you have {{5e|Advantage}} on saving throws against poisons, and you have resistance against poison damage. However, you are also unable to digest bread or other similarly dry foods. Upon doing so, you must succeed on a DC 17 {{5a|con}} saving throw or vomit.<br />
|trait5=Yinglet Nimbleness<!-- 1 --><br />
|description5=Your slight frame and small stature allow you to move through a battlefield with ease. You can move through the space of any creature that is of a size larger than yours.<br />
|languages=You can speak, read, and write Common. You have a speech impediment that prevents you from pronouncing any "th" sounds. Such sounds must be substituted with an appropriate replacement, such as "z", "t", or "d".<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yinglet<br />
|feet=2<br />
|inches=8<br />
|heightmod=2d6<br />
|weight=28<br />
|weightmod=1<br />
}}<br />
<br />
===Optional Feature: Mutation===<br />
Yinglets are prone to genetic mutations. Optionally, you may choose from or roll on the table below for additional physical traits. These traits have no impact on gameplay, but may provide inspiration for role-playing scenarios.<br />
{| class="5e" style="text-align: left;"<br />
! d20 || Mutation<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 1 || Your ears are extremely large, each one about as large as your head.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Your eyes are unusually big, taking up the majority of your face.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 3 || Your shell tooth is sharp and jagged, resembling a poorly-sharpened dagger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Your shell tooth is bisected, similarly to a rabbit's front teeth.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 5 || Your ears are long and pointy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Your ears are short and more rounded.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 7 || You have a propensity to eat small, inedible objects, and your body can digest them.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Your tail is very long, extending a distance almost equivalent to your height behind your body.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 9 || Your fur is unusually luxurious and fluffy.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || You have a particularly large tail puff, even if male.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 11 || You digest food very quickly, and as a result almost always feel hungry.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Your irises form a very strange pattern that seems to move when other people look at it.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 13 || You have webbed fingers and toes.<br />
|-class="{{Odd-Even|{{"var:odd}}}}"<br />
| 14 || Your snout is unusually long.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 15 || Your snout is short and rounded.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Your tongue is extra-long, curled up in the extra space in your mouth and able to extend almost double the length of your snout.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 17 || Regardless of how much you drink, you cannot get drunk or suffer any negative effects from alcohol.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || You have four rows of four back teeth instead of four back teeth total.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 19 || Your fingers have one extra joint, allowing for the same level of articulation as {{5e|Human}} fingers.<br />
|-class="{{Odd-Even|{{var#:odd}}}}"<br />
| 20 || You have 1d4 extra fingers/toes distributed evenly between your hands and feet.<br />
|}<br />
<br />
===Optional Rule: Sleep Deprivation===<br />
Due to the unusual sleep schedule of the yinglets, the default rules for sleep deprivation<ref>D&D 5e XGtE pp.78</ref> aren't realistic. For DMs using these rules, use the following rules for the yinglets instead:<br/><br />
Whenever you end a 12-hour period without sleeping, you must succeed on a DC 10 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}}. It becomes harder to to fight off {{5c|Exhaustion}} if you stay awake for longer. After the first 12 hours, the DC increases by 5 for each consecutive 12-hour period you stay up. The DC resets to 10 if you sleep.<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=ValSalia|franchise=Out-of-Placers}}<br />
[[Category:Derivative Work]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342923Plasma Bolt (5e Spell)2020-06-04T05:22:51Z<p>Papa slow-ying: </p>
<hr />
<div>{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<br/><!--if this cannot be cast by Wizard, delete this entire line--><br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342922Plasma Bolt (5e Spell)2020-06-04T05:22:12Z<p>Papa slow-ying: there is no reason for warlock to be able to cast this spell</p>
<hr />
<div>{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342921Plasma Bolt (5e Spell)2020-06-04T05:21:50Z<p>Papa slow-ying: Undo revision 1342914 by Papa slow-ying (talk)</p>
<hr />
<div>{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342915Plasma Bolt (5e Spell)2020-06-04T05:01:53Z<p>Papa slow-ying: </p>
<hr />
<div>{{needsbalance|This is weaker than first-party spells.}}<br />
{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=30 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Choose a creature within range. It takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates an additional bolt of plasma (2d4 fire, 2d4 lightning) when you reach 5th level, 11th level (3d4 fire, 3d4 lightning), and 17th level (4d4 fire, 4d4 lightning).<br />
<br />
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{{5e Artificer Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342914Plasma Bolt (5e Spell)2020-06-04T05:01:41Z<p>Papa slow-ying: there is no reason for warlock to be able to cast this spell</p>
<hr />
<div>{{needsbalance|This is weaker than first-party spells.}}<br />
{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=30 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Choose a creature within range. It takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates an additional bolt of plasma (2d4 fire, 2d4 lightning) when you reach 5th level, 11th level (3d4 fire, 3d4 lightning), and 17th level (4d4 fire, 4d4 lightning).<br />
<br />
<br />
----<br />
{{5e Artificer Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
<br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Plasma_Bolt_(5e_Spell)&diff=1342902Plasma Bolt (5e Spell)2020-06-04T04:17:05Z<p>Papa slow-ying: fixed the scaling</p>
<hr />
<div>{{5e Spell<br />
|name=Plasma Bolt<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=V, S<br />
|dur=Instantaneous<br />
|summary=You fire a bolt of hyper charged matter that simultaneously burns and electrocutes your enemy.<br />
}}<br />
<br />
You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.<br />
<br />
This spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Artificer Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
<br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Artificer 0]]<br />
[[Category:Bard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Wizard 0]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342547Skill Ranks (5e Variant Rule)2020-06-03T02:37:49Z<p>Papa slow-ying: fixed the sailor</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks at 1st Level !! Bonus Skill Ranks at 5th, 9th, 13th, and 17th Levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +4 || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +4 || +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +8 || +4<br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. As the word "subsequent" implies, you do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to your proficiency bonus. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342545Skill Ranks (5e Variant Rule)2020-06-03T02:36:49Z<p>Papa slow-ying: /* Backgrounds */</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks at 1st Level !! Bonus Skill Ranks at 5th, 9th, 13th, and 17th Levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +4 || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +6 || +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +4 || +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +8 || +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +8 || +4<br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. As the word "subsequent" implies, you do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to your proficiency bonus. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342544Skill Ranks (5e Variant Rule)2020-06-03T02:33:51Z<p>Papa slow-ying: /* Multiclassing */</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. As the word "subsequent" implies, you do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to your proficiency bonus. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342542Skill Ranks (5e Variant Rule)2020-06-03T02:32:09Z<p>Papa slow-ying: changed the wording to make it easier to understand</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and class skills. You immediately gain skill ranks equal to your proficiency bonus, and the number of ranks you gain at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th) is permanently increased by 1. As the word "subsequent" implies, you do not immediately gain the bonus rank if the level where you gained the feature was 5th, 9th, 13th, or 17th. In addition to all of that, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (their proficiency bonus is +2 and they would normally gain 3 proficiencies), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342540Skill Ranks (5e Variant Rule)2020-06-03T02:26:03Z<p>Papa slow-ying: /* The New Role of Proficiency Bonus */</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient, such as the {{5e|Dwarf|dwarves'}} stonecunning trait. (Exception: jack of all trades never allows you to add your proficiency bonus, see above.) The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342539Skill Ranks (5e Variant Rule)2020-06-03T02:22:27Z<p>Papa slow-ying: rephrased the skill rank limitation</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). The highest number of skill ranks you can have invested in any one skill is equal to your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342537Skill Ranks (5e Variant Rule)2020-06-03T02:21:20Z<p>Papa slow-ying: </p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks invested in a skill than your proficiency bonus. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill, because a 1st-level character's proficiency bonus is +2. In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Abomasnow_(5e_Race)&diff=1342520Abomasnow (5e Race)2020-06-03T01:48:59Z<p>Papa slow-ying: fixed the image</p>
<hr />
<div>==Abomasnow==<br />
===Physical Description===<br />
[[File:Snow_warning_by_ravenoath.jpg|512px|thumb|right|[https://www.deviantart.com/ravenoath/art/snow-warning-542430431 Source]]]<br />
<br />
Abomasnow are tall, hairy humanoids bearing a faint resemblance to evergreen trees. Their tall, wide, stocky bodies are covered from head to toe with thick, rough, fur. Across most of their bodies, the fur is white as snow, but on the hands, the feet, the cedar-like tail extending a yard behind their bodies, and the tree-like growths on their backs, the fur is a deep green color. Occasionally, the green fur will be teal instead. Their faces are fairly flat, possessing only a mouth concealed partially behind hair extending down from the upper lip; deep purple, green, or yellow eyes; and a prominent brow ridge terminating in large tufts of fur resembling the feathers of certain owl species.<br />
<br />
Abomasnow have a larval form, known as a snover, who much more closely resemble pine trees than the abomasnow. Snover stand much shorter than their fully-grown counterparts, coming only up to around 3 feet in height. They still bear many of the characteristics of the abomasnow, such as the green cedar-like tail and green forearms; however, their heads look like the conical tops of pine trees; their lower bodies and feet are a light brown color, separated into smaller zig-zagging sections; and their faces, reduced to a single pair of eyes, lie below the pine-tree formation that crowns their heads.<br />
<br />
===History===<br />
Abomasnow originated in the cold, high places of the earth, dwelling in the caves and the snow of the mountains. The abomasnow are a lonely race and have had little contact or relations with other humanoid species.<br />
<br />
===Society===<br />
Abomasnow are largely solitary creatures, though small tribes of abomasnow and snover consisting of up to a dozen individuals have been known to form. Abomasnow heed and revere the primal forces of nature, largely worshiping them and the gods directly behind them. Their relations with other humanoid races have been sparse but mostly peaceful, as the abomasnow are not prone to violence.<br />
<br />
===Abomasnow Names===<br />
Abomasnow derive their names from the wild forces of their alpine homes. An abomasnow's name may represent the babbling of a creek flowing down from a mountain spring, or the soft falling of snow in the dead of winter.<br />
<br />
'''Male:''' Shimiri, Shuvine<br />
<br />
'''Female:''' Arboma, Niyumi<br />
<br />
===Abomasnow Traits===<br />
{{5e Racial Traits<br />
|summary=A race of powerful pine tree-like humanoids.<br />
|abilities=Your {{5a|str}}, {{5a|con}}, and {{5a|wis}} scores each increase by 1.<br />
|age=Abomasnow age very slowly, growing out of their larval forms after approximately 40 years. Their lifespans rival those of the trees, lasting up to 500 years.<br />
|alignment=Abomasnow, being reclusive creatures of the wild, tend towards chaotic alignments. They don't generally care about the cosmic battle of good and evil.<br />
|size=Abomasnow dwarf most other humanoids, ranging from just over 7 feet to just under 9 feet tall and weighing between 250 and 500 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Guardian of Winter<br />
|description1=You know the ''{{5e|Ray of Frost}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Entangle}}'' spell once with this trait and regain the ability do so when you finish a {{5e|Long Rest}}. When you reach 5th level, you can cast the ''{{5e|Spike Growth}}'' spell once with the trait and regain the ability to do so when you finish a {{5e|Long Rest}}. {{5a|wis}} is your spellcasting ability for these spells.<br />
|trait2=Mountain Born<br />
|description2=You're acclimated to high altitude, including elevations above 20,000 feet. In addition, you have resistance to cold damage and are also naturally adapted to cold climates, as explained in chapter 5 of the ''Dungeon Master's Guide''<ref>D&D 5e DMG pp. 110</ref>.<br />
|trait3=Powerful Build<br />
|description3=You count as one size larger when determining your carrying capacity and the amount you can push, drag, and lift.<br />
|languages= You can speak, read, and write Common and Sylvan.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Abomasnow<br />
|feet=7<br />
|inches=1<br />
|heightmod=2d10<br />
|weight=250<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=File:Snow_warning_by_ravenoath.jpg&diff=1342513File:Snow warning by ravenoath.jpg2020-06-03T01:43:45Z<p>Papa slow-ying: </p>
<hr />
<div>== Summary ==<br />
https://www.deviantart.com/ravenoath/art/snow-warning-542430431<br />
== Licensing ==<br />
{{Fair Use|ravenoath}}</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=File:Snow_warning_by_ravenoath.jpg&diff=1342511File:Snow warning by ravenoath.jpg2020-06-03T01:43:09Z<p>Papa slow-ying: https://www.deviantart.com/ravenoath/art/snow-warning-542430431</p>
<hr />
<div>== Summary ==<br />
https://www.deviantart.com/ravenoath/art/snow-warning-542430431<br />
== Licensing ==<br />
{{Fair Use}}</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Abomasnow_(5e_Race)&diff=1342508Abomasnow (5e Race)2020-06-03T01:31:50Z<p>Papa slow-ying: repaired the page</p>
<hr />
<div>==Abomasnow==<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right;">{{5e Image|float:right|https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/47156ba8-4781-4cfa-80d7-6c4de057dbc1/d8yy5zz-20809c37-f621-4a00-aed7-81236c49a93f.jpg/v1/fill/w_900,h_718,q_75,strp/snow_warning_by_ravenoath_d8yy5zz-fullview.jpg|An abomasnow. [https://www.deviantart.com/ravenoath/art/snow-warning-542430431 Source]}}</div><br />
<br />
Abomasnow are tall, hairy humanoids bearing a faint resemblance to evergreen trees. Their tall, wide, stocky bodies are covered from head to toe with thick, rough, fur. Across most of their bodies, the fur is white as snow, but on the hands, the feet, the cedar-like tail extending a yard behind their bodies, and the tree-like growths on their backs, the fur is a deep green color. Occasionally, the green fur will be teal instead. Their faces are fairly flat, possessing only a mouth concealed partially behind hair extending down from the upper lip; deep purple, green, or yellow eyes; and a prominent brow ridge terminating in large tufts of fur resembling the feathers of certain owl species.<br />
<br />
Abomasnow have a larval form, known as a snover, who much more closely resemble pine trees than the abomasnow. Snover stand much shorter than their fully-grown counterparts, coming only up to around 3 feet in height. They still bear many of the characteristics of the abomasnow, such as the green cedar-like tail and green forearms; however, their heads look like the conical tops of pine trees; their lower bodies and feet are a light brown color, separated into smaller zig-zagging sections; and their faces, reduced to a single pair of eyes, lie below the pine-tree formation that crowns their heads.<br />
<br />
===History===<br />
Abomasnow originated in the cold, high places of the earth, dwelling in the caves and the snow of the mountains. The abomasnow are a lonely race and have had little contact or relations with other humanoid species.<br />
<br />
===Society===<br />
Abomasnow are largely solitary creatures, though small tribes of abomasnow and snover consisting of up to a dozen individuals have been known to form. Abomasnow heed and revere the primal forces of nature, largely worshiping them and the gods directly behind them. Their relations with other humanoid races have been sparse but mostly peaceful, as the abomasnow are not prone to violence.<br />
<br />
===Abomasnow Names===<br />
Abomasnow derive their names from the wild forces of their alpine homes. An abomasnow's name may represent the babbling of a creek flowing down from a mountain spring, or the soft falling of snow in the dead of winter.<br />
<br />
'''Male:''' Shimiri, Shuvine<br />
<br />
'''Female:''' Arboma, Niyumi<br />
<br />
===Abomasnow Traits===<br />
{{5e Racial Traits<br />
|summary=A race of powerful pine tree-like humanoids.<br />
|abilities=Your {{5a|str}}, {{5a|con}}, and {{5a|wis}} scores each increase by 1.<br />
|age=Abomasnow age very slowly, growing out of their larval forms after approximately 40 years. Their lifespans rival those of the trees, lasting up to 500 years.<br />
|alignment=Abomasnow, being reclusive creatures of the wild, tend towards chaotic alignments. They don't generally care about the cosmic battle of good and evil.<br />
|size=Abomasnow dwarf most other humanoids, ranging from just over 7 feet to just under 9 feet tall and weighing between 250 and 500 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Guardian of Winter<br />
|description1=You know the ''{{5e|Ray of Frost}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|Entangle}}'' spell once with this trait and regain the ability do so when you finish a {{5e|Long Rest}}. When you reach 5th level, you can cast the ''{{5e|Spike Growth}}'' spell once with the trait and regain the ability to do so when you finish a {{5e|Long Rest}}. {{5a|wis}} is your spellcasting ability for these spells.<br />
|trait2=Mountain Born<br />
|description2=You're acclimated to high altitude, including elevations above 20,000 feet. In addition, you have resistance to cold damage and are also naturally adapted to cold climates, as explained in chapter 5 of the ''Dungeon Master's Guide''<ref>D&D 5e DMG pp. 110</ref>.<br />
|trait3=Powerful Build<br />
|description3=You count as one size larger when determining your carrying capacity and the amount you can push, drag, and lift.<br />
|languages= You can speak, read, and write Common and Sylvan.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Abomasnow<br />
|feet=7<br />
|inches=1<br />
|heightmod=2d10<br />
|weight=250<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342505Skill Ranks (5e Variant Rule)2020-06-03T01:10:57Z<p>Papa slow-ying: added a clarification for changing Intelligence scores. will possibly clean up the garbage math later.</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on your class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower (when you level up), you still receive at least 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks. If your Intelligence modifier changes, the number of skill ranks you have does not change with it.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1342504Skill Ranks (5e Variant Rule)2020-06-03T01:00:34Z<p>Papa slow-ying: added artificer</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Artificer:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, thieves' tools, and all artisan's tools<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Discussion:Discord_Policy&diff=1340331Discussion:Discord Policy2020-05-26T18:35:36Z<p>Papa slow-ying: /* Looking For Group channel */</p>
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== [[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]])&nbsp;<small><small>01:21, 8 December 2018 (MST)</small></small> ==<br />
<br />
The basis for policies on D&D Wiki's [https://discord.gg/EnsRxSV official discord server] has been layed out with [[D&D Wiki talk:Social Media#Official D&D Wiki Discord Server Policies Referendums|this discussion]]. Consensus may change, so please include any policy referendums for the discord server on this page. Any policy discussions must take place here, since policy discussions on discord do not have any bearing for the server.<br />
<br />
== [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) <small>Official Discord Server link location<small>14:38, 15 December 2018 (MST)</small></small> ==<br />
<br />
I feel the link to the D&D wiki's discord server is a little hidden away right now. It took me a while to find the community portal on the main page; I don't think I'd ever noticed that link before. Meanwhile, the currently very underused Tavern Chatroom is displayed on the navigation and on the main page. Personally, I think the link to the Tavern Chatroom could be outright replaced with the link to the discord server, though I have no problems with it remaining where it is. It's not unusual for a wiki community to have a discord server that's proudly displayed with a large logo; take for instance the [https://dnd5e.fandom.com/wiki/D%26D_5th_Edition_Wikia D&D 5e wikia].<br />
<br />
I should say why this could be important. When looking at the tavern chatroom logs, some of the most recent messages as of this writing are variants of "is anybody there?" spread out over a week. Most recently, a newcomer asks if the Tavern is always this empty, and then they're given the link to the official discord.<br />
<br />
Since a newcomer's first experience with trying to join the D&D wiki community's chatroom will almost certainly be the tavern chat (as it is more prominently displayed), they may get a false idea of how active the community is, which may discourage them. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 14:38, 15 December 2018 (MST)<br />
<br />
* [https://i.imgur.com/faltlSA.png A screenshot of the tavern chatroom messages I was talking about]<br />
<br />
== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>14:43, 15 December 2018 (MST)</small></small> ==<br />
<br />
I too have thought this for other things. I am use to communities prominently displaying a Discord server link as well, along with their other pages though. Maybe a bigger discussion if those get brought up.<br />
<br />
== [[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) <small><small>05:40, 16 December 2018 (MST)</small></small> ==<br />
<br />
Something like this? [[File:Discord Logo.png|75px|link=https://discord.gg/EnsRxSV]] We could add this to the [[Main Page]], as well as on the sidebar (if anyone knows if its possible to add an image to [[Mediawiki:Sidebar]], otherwise it can be added below it like the FB was before) if we can agree on doing this.<br />
<br />
== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>07:49, 16 December 2018 (MST)</small></small> ==<br />
<br />
That link is beautifully! Hope others agree with its addition to the sidebar.<br />
<br />
== {{User:Geodude671/Signature}} . . <small><small>09:21, 16 December 2018 (MST)</small></small> ==<br />
<br />
i agree<br />
<br />
== {{User:ConcealedLight/Signature}} <small><small>10:13, 16 December 2018 (MST)</small></small> ==<br />
<br />
Looks good to me. Let's add it.<br />
<br />
== {{User:Geodude671/Signature}} . . <small><small>10:28, 16 December 2018 (MST)</small></small> ==<br />
<br />
This looks like consensus to me, so I'm going to go ahead and do the thing.<br />
<br />
== [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) <small><small>12:02, 16 December 2018 (MST)</small></small> ==<br />
<br />
Awesome! Thanks<br />
<br />
== [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) <small><small>13:23, 19 February 2019 (MST)</small></small> ==<br />
<br />
<big><big>'''Announcing Featured Article Nominees in the #Announcements channel'''</big></big><br><br><br />
As someone continually wanting to drive traffic to these pages, are there objections to sharing a link to the FA page letting Discord users know these discussion are waiting for input. At the very least, posting there once a month-I'd prefer to ping @everyone when that happened. Extra posts would be to put out a new article has been nominated, but @everyone wouldn't be used for that, just the (proposed) monthly one. So yeah...thoughts?<br />
<br />
:That seems like a reasonable use for the #announcements channel as it doesn't get much use. Though I believe it should act as more of a feed when a new article is added and only pinging the relevant system as not all users will find updates for other systems they don't know interesting. Other then that I support the general idea. {{User:ConcealedLight/Signature}} 14:03, 19 February 2019 (MST)<br />
<br />
::No objections here. {{User:Geodude671/Signature}} . . 14:38, 19 February 2019 (MST)<br />
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:::Good Idea to use relevant system pings CL. I’ll post in announcements soon and if someone thinks it’s not good I’ll adjust. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:02, 19 February 2019 (MST)<br />
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::::Makes sense. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:20, 24 March 2019 (MDT)<br />
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== {{User:Geodude671/Signature}} . . <small><small>12:35, 22 March 2019 (MDT)</small></small> ==<br />
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===Political Discussion on the Server===<br />
{{user|RedHawk007}} brought up that political discussion is something that tends to spark arguments and flame wars, and he proposed implementing a "no politics" rule on that basis, and other users have expressed similar sentiments, which I can understand and appreciate after myself having gotten into a heated political debate a couple of days ago. We already have a rule that says "Be respectful of other users and their opinions" and "obey the wiki's [[Help:Behavioral Policy|Behavioral Policy]]", but this becomes a really easy rule to break with how divisive and black and white politics has become. What are people's thoughts on implementing this "no politics" rule, or if this becomes something that some people really want to discuss, adding a "politics quarantine" channel so that people that don't want to get involved never have to look at it? {{User:Geodude671/Signature}} . . 12:35, 22 March 2019 (MDT)<br />
:I'm personally ok with political discussion. But I've seen on the discord how people probably have muted the discord or never looked to it because of political discussions that dragged on and on. If it makes people ''that'' uncomfortable, then I'm also ok with "no politics".--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 12:44, 22 March 2019 (MDT)<br />
: A quarantine sounds like a good idea. Free speech and the exchange of ideas are important and i think the arguing won't end just because politics is forbidden to argue about. Everything can be political, after all, so it just becomes a veiled discussion about something else with politics at heart. Like arguing about if certain races are chaotic evil or not and talking about the ingame consequences of issues like this. "If Kobolds are evil by nature, i think genocide against them is justified." Better to have something that can contain the various discussions that can be safely ignored. --[[User:Kara|Kara]] ([[User talk:Kara|talk]]) 13:18, 22 March 2019 (MDT)<br />
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:While I am fine with polite discussions, some users have shown that they simply cannot maintain a civil conversation. Chat Moderators should be within their right and not afraid to hand out warnings or mutes for conversations that threaten to get out of hand. Toxic behaviour has already driven several people out of the discord server and I'd hate to see more go because of a few bad apples. The server should first and foremost be about D&D - all other topics have second place and they shouldn't threaten the integrity of the wiki itself. I'm not a fan of 'quarantine' channels as "#adult topics" (I believe it was called that) simply did not work. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 15:55, 22 March 2019 (MDT)<br />
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:This is going to sound shocking coming from me of all people, but I fully agree with the idea of forbidding any political discussion. Quarantine channels, in my opinion, don't work. As pointed out before, some of us can't discuss things with civility, and I honestly don't think a quarantine channel would really help that much in that regard. It would just keep all the incivility in one area, which would just cause it to inevitably spill out into the rest of the server. The last thing we need is this server suffering the same fate as the previous. To those who want to discuss politics and support the idea of a quarantine channel: That's what DMs are for (direct messages, that is. Not dungeon masters. *winkity wink*) --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 12:18, 23 March 2019 (MDT)<br />
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::I'm frankly surprised this is even a controversy or a debate. I'm all for a "no politics" rule. If people want to whine and moan about IRL politics, then there are a million more relevant places on the internet to do it than, y'know, an apolitical hobby-related chat for discussing games. Or even better, they can get off the freaking computer for once in their lives and try talking to real people with real opinions instead of seeking validation from an online echo chamber. Just saying. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 12:47, 23 March 2019 (MDT)<br />
<br />
:::"try talking to real people with real opinions instead of seeking validation from an online echo chamber." *combination of my laughter from how you wrote that along with some MLG airhorns* --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:47, 24 March 2019 (MDT)<br />
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: Okay so I was fine with banning political discussion at first but I've changed my mind. Better to create a quarantine channel for it. Because inevitably, ''something'' is going to come up where a user needs to voice their concerns, but can't because their concerns are "political." For instance, discussing whether or not hate speech should be banned on the discord server? That's a political discussion. So, no. There should be a ban on uncivil / bad faith discussion instead.[[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:31, 24 March 2019 (MDT)<br />
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There's a problem with a ''blanket'' ban on political discourse, that I just realized now. The thing is, it's impossible for anything to be truly apolitical. And frankly, D&D as a hobby hasn't been apolitical for a long time. Would discussing the harsh reality of women being discriminated against in D&D meetups be considered apolitical? And wouldn't banning discussion on that, in turn, be a political statement? Now, I'm all for a ban on, say, whether or not human lives have inherent merit; frankly that shouldn't be a discussion anyways. I'm an ardent supporter of banning hate speech ''in general.'' I also feel that some people [https://www.youtube.com/watch?v=xMabpBvtXr4 make arguments in bad faith] and people can get suckered into participating in them at their own expense. But, there are going to be times when people will have ''legitimate concerns'' and banning them from raising those concerns on the basis that it's "too political" is, in itself, a political statement. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:50, 24 March 2019 (MDT)<br />
[[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:50, 24 March 2019 (MDT)<br />
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:No, not everything is political unless you subscribe to some preposterous culturally marxist notion there is no place for a non political private space nor such a thing as a political non-combatant. I find it kind of strange and disturbing that people seem to try to push that mentality these days. <br />
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:"Would discussing the harsh reality of women being discriminated against in D&D meetups be considered apolitical?" - That is a loaded statement with a debatable premise. And no, demanding political change - which is what you are implying you wish to do - is by definition not apolitical.<br />
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:Now you've brought "hate speech" into the conversation. I am ardently opposed to banning hate speech, because the problem with banning so-called "hate speech" is that restricting the voices of a handful of people you disagree with is a very slippery slope that inevitably leads to abuse in the name of safety. In my experience, banning and punishing any form of speech is almost always used by dubiously motivated individuals to silence opinions that they subjectively deem "improper" which is not only immoral but a form of intellectual tyranny.<br />
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:"I also feel that some people make arguments in bad faith and people can get suckered into participating in them at their own expense" - Yeah, because those people who take the bait are idiots. No-one is forced at gunpoint to engage into an open, public conversation. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 18:42, 24 March 2019 (MDT)<br />
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:: So... wait, just to be clear... you're saying you want to ban political discourse, but not hate speech?? Also, calling those people who take the bait "idiots" is ignoring how insidious bad faith arguing can actually be. Again: see [https://www.youtube.com/watch?v=xMabpBvtXr4 The Card Says Moops]. '''Very''' relevant. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 21:34, 24 March 2019 (MDT)<br />
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::: Yes, that is a correct interpretation of my stance. Hate is an emotion. The "Hate speech" buzzword can be invoked for anything tangientably related to an emotion. What is and is not a political statement, on the other hand, is objective. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 21:51, 24 March 2019 (MDT)<br />
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:::: Well, if you've got a problem with the hate speech ban, go take it up with rule 1 on the D&D wiki discord server. Start a discussion, try and get it removed, whatever. I ''really'' don't think you'll get much support for that, though. I don't see why we should unban hate speech but not [[Discussion:Updating the Foul Language policy|cussing]]. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:15, 24 March 2019 (MDT)<br />
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:::::I am against a banket ban on political themes, just since that will make a very many users have a directly bad experience with the server when they "accidentally" receive a warning.<br />
:::::I propose that we amend the admin roles on the server, to give the role the power to demand that a topic stops being posted when it's political (per the admin's choice). If the conversation continues, then of course we would use warnings. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:31, 24 March 2019 (MDT)<br />
:::::: I don't trust that discord admins would necessarily be able to be "partisan" here, deciding which topics do or do not fall under the blanket ban. Rather, a conversation that has the ''potential'' to be heated can be moved to a quarantine, and then only step in if the conversation ''does'' become heated. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 22:49, 24 March 2019 (MDT)<br />
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::::::: I do trust discord admins to decide when a topic is getting out of hand. They were elected for a reason - to uphold the face of the wiki. Topics inciting hate have no place here and neither do heated discussions in which half of the participants act like children. The DanDwiki is not your personal platform for spreading your political agenda. The only 'Quarantine' that exists here is your DMs. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 00:47, 25 March 2019 (MDT)<br />
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::::::: I think it's pretty easy to tell when a topic is "getting out of hand". It's not rocket science. Heck, and I'm saying that as someone who has probably made some of the most incendiary comments on the discord and caused some discussions to actually go into that "getting out of hand" territory. However, I'll bite - Maybe a "blanket ban" is a bit too much, but if I swear if I see another spat over alignment and racism again... --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:58, 25 March 2019 (MDT)<br />
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:::::::: Okay so thing is, what you just brought up is EXACTLY the reason WHY a blanket ban won't work. To recap: <code>Off-topic comments removed.</code> So, a blanket ban on political discourse would essentially be saying "Hey, Vark, this concern you're having? That you feel something is (admittedly in this case, mildly) racist? You're not allowed to talk about it," which in turn ''is a political stance.'' It sets a scary precedent. What if something more overt happens in the future? Say someone creates a page that's blatantly racist (like, say, a race that strongly resembles a caricature of a real-world race) to some, but maybe just enough people (which may include the creator) don't immediately realize it's racist and it slips under the radar. Would they not be allowed to raise their concerns over it? Personally, I believe they should, as long as the argument remains civil. Atmittedly, my memories of the argument are Kinda Fuzzy by now, but during that argument I repeatedly tried to find a good compromise. I also tried to understand why my opponents were opposed to my concerns, and was upset because I had multiple concerns and I felt they were being ignored. I was also upset because a lot of people were making fun of me for my concerns, and the whole argument was being treated like a sideshow. In the end, I did appeal to their reasons ("because D&D lore") by using the exact terminology from the D&D race descriptions of alignment, where the strongest wording used is "tends towards X," which means I got exactly what I want, and in a way that I guess was fine with everyone else. A compromise, but ''even better,'' really, since Everyone Wins, No Concessions Needed. That would not have happened if I was not allowed to raise my concerns. The race would still use wording I disliked, and I would be unable to do anything about it. It's impossible to make this space apolitical because right wing and left wing ideology influences A LOT of what we say, do, and believe. If you put right wing and left wing people in a room together, those ideologies are going to clash, even if the topic of politics isn't ''explicitly'' brought up. So, if you want an echo chamber / safe space where you can avoid left wing ideology, you'd have to go to a community completely devoid of left wing folks. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 07:56, 26 March 2019 (MDT)<br />
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:::::::::Your entire argument became a moot point as soon as you mentioned 'civil discussion'. You are the first person to come to mind when I think of "People who cannot keep a discussion civil". The fact that you are writing out the entire Marilith discussion again in an attempt to push your original points in said discussion speaks for itself. This is not a platform to push your agenda, this is a discussion about politics and D&D. If people can hold a civil discussion about politics, that would be cool. The sad truth, however, is that some users (including yourself) cannot remain civil in a discussion, turning the whole thing into a 'sideshow' as you call it. That's the last I'm willing to say about it as there is no reasoning with you. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 08:52, 26 March 2019 (MDT) <br />
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:::::::::: I just went back and reread the whole "hate speech" debate. Which wasn't even a debate I wanted to ''participate'' in. It's true, the part where I dismissed MSO's argument by posting a screenshot of how I had him blocked WAS pretty rude of me. I apologize for that. But, like, that argument WAS getting heated ON both sides, and it SHOULD have stopped a while ago. But in terms of actual ''attacks?'' that was on you guys. I never attacked you, or Redhawk. The worst insult I gave either of you was when I said "yea you're right, debating with someone whose views aren't gonna change is a pretty silly waste of time" which was as much an attack on myself as it was on you. Beyond that, I never called you toxic, or immature, nor accused either of you of being able to converse like a normal human being. The FACT that protecting hate speech apparently even WAS a topic of discussion led to a user feeling uncomfortable and leaving the discord, because as it turns out, extreme right wing ideology tends to make people feel unsafe. As such, I do feel there should be a quarantine so people who don't want to participate can mute the channel, and moderators should step in when discussion gets heated. Maybe we can figure out what specific topics are so incendiary that they shouldn't even begin? As a potential starting point for any such list I'd agree to not to bring up punching nazis, egging islamaphobes, or eating the rich if we as a community can also agree to not to defend viewpoints that fall under the "content of a racist/sexist/homophobic/transphobic nature" part of rule #1 of the discord, which would include "protecting hate speech." Anyways, since that's the last you're willing to say on the topic, I'm fine with accepting my culpability in the heatedness of that particular discussion. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 11:39, 26 March 2019 (MDT)<br />
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:::::::::::I really have no idea what type of consensus is being discussed. It seems like some users have an agenda which we are not discussing. This discussion is about how we want to, if and when, offer a policy to censor posts on discord. The proposal which most users find appealing is to allow admins to require a topic to stop being discussed, as a means to defer from political heat. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:03, 26 March 2019 (MDT)<br />
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::::::::::::"The proposal which most users find appealing is to allow admins to require a topic to stop being discussed, as a means to defer from political heat." This is the proposal I wholly stand behind. Maybe we can start a fresh discussion by putting the indentation back to one with that proposal? -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 13:23, 26 March 2019 (MDT) <br />
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: "...women being discriminated against in D&D meetups..." [https://www.youtube.com/watch?v=rmFGVbJQIy0 As the ancient Hawaiians used to say...] --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 23:51, 24 March 2019 (MDT)<br />
:: Just because you've never seen it (or chosen to ignore it) doesn't mean it doesn't happen. all. the. time. [https://www.google.com/search?q=women%27s+experiences+with+D%26D+site:www.reddit.com&safe=active&client=firefox-b-d&sa=X&ved=2ahUKEwjbrZ2d0JzhAhVCpIMKHUaiDo0QrQIoBDAAegQIBxAL&biw=1760&bih=886 A quick google search turns up thread after thread of women talking about their experiences with sexism over the past decade]. So there's your citation. Sure, it's not a universal experience, but it's an all-too common one. That's not the topic of discussion right now, though. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 00:10, 25 March 2019 (MDT)<br />
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:::"That's not the topic of discussion right now, though" Then why respond in the first place? --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:47, 25 March 2019 (MDT)<br />
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::::Please, neither of you continue this conversation thread. This is a discussion about whether users should be trusted to remain civil with one another when discussing political topics, not about discrimination of any sort in the TTRPG community. Any further comments off of topic will be reverted and warning or blocking will be considered. Please, stay on topic and help the community reach a consensus. {{User:Geodude671/Signature}} . . 01:02, 25 March 2019 (MDT)<br />
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:::::I understand. My apologizes. --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 02:43, 25 March 2019 (MDT)<br />
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::::::I agree with {{user|Green Dragon}}'s words on this. My thoughts and feelings but in much less words. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 08:47, 25 March 2019 (MDT)<br />
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== Discord Moderators ==<br />
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<big><big>'''Discord Moderators'''</big></big><br><br />
Sort of in line with {{user|Geodude671}} post above, moderators. Admins are automatically bestowed with moderator rights. Mods would help make sure respect is given to users. Geodude is the most available admin/mod on the Discord, followed by CL then myself. Even with some of our availability we really only answer SRD/balance questions. I think using the Wiki to have a Request for Moderator (or whatever is deemed) would be helpful. Users like {{user|ConcealedWife}} are already trying to do these things on Discord, and perhaps being a mod would bestow help to those trying to keep the peace.<br />
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:I've actually been toying with this idea for some time now. While I'm in no way experienced enough (nor do I currently aspire) to be an admin, I would be interested in becoming a discord chat moderator. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 16:11, 22 March 2019 (MDT)<br />
:I think this would be very beneficial, though we'd need to work out specifics. I personally think {{user|ConcealedWife}} and {{user|Yanied}} would be good candidates for the first non-admin moderators. <br />
:Should Discord moderators also get mod privileges in the tavern chat? It's probably not necessary with how low activity in the tavern is, but it could be nice to have. {{User:Geodude671/Signature}} . . 12:47, 23 March 2019 (MDT)<br />
::I don't see why not. I can see how that would be helpful. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 12:49, 23 March 2019 (MDT)<br />
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:::I agree that this makes sense. To grant users these rights we will need a similar process to an [[RfA]]. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:34, 24 March 2019 (MDT)<br />
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::::Chanting: "rFm! rFm!". All jokes aside though, I wouldn't mind being the first to go through this process once we reach consensus. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 07:21, 25 March 2019 (MDT)<br />
:::::I can get behind this protocol. But the specifics will need to be fleshed out before anyone gets too excited. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 20:15, 25 March 2019 (MDT)<br />
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::::::went bold and created [[D&D Wiki:Request for Moderation]]. Hopefully the discussion page can be a good place to discuss criteria and considerations for this process. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 09:00, 27 March 2019 (MDT)<br />
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Just to sorta start the ball, I would suggest that a mod be able to mute users and change roles. Kicking and warning users, and creating/deleting channels might be better reserved for admins. When I picture a mod, I imagine someone to quell disagreements and intermediate. And I don't mean to imply that admins are better people or have better judgement than what a mod would. Just the idea of mod from my experience has monitored chat. I am sure other servers mods can do more, which feel free to discuss. I am just pushing the ball. wooooooooooooo! ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 10:18, 12 April 2019 (MDT)<br />
:Further pushing that ball after it's been still for a bit, I feel a chat mod should do just what is relevant to chat. So I don't find the monitoring of roles a necessary role for them, just the ability to mute users or maybe issue limited warnings (though it is understandable if that is not possible).--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 16:32, 5 June 2019 (MDT)<br />
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I am against this on a number of grounds:<br><br />
1) Especially with me now in the Discord (P.S. GD I need admin role there whenever it's convenient for you), there are plenty of admins in the server. Me, CL, Geodude and BSFM are all active daily.<br><br />
2) Giving special roles to users was one of the things that cause strife in the other server. Giving special privileges? I think that sends the wrong message.<br><br />
3) Just to compound the two above, there is no ''need'' to give special moderator privileges to users just for the sake of it.<br><br />
4) Frankly, CW's involvement in this sends the wrong message IMO. I quite honestly worry about the implications of her and CL both having moderation privileges, given their past history. But I will concede part of this might be latent distrust over my history with CW. If anyone believes that is the case, ignore this point.<br><br />
5) I also worry about the precedent this sets, considering that the Discord server's "constitution" limits the servers' autonomy and ability to set its own policies. In my opinion, this would be a gross overstep of the server's bounds. Though the ramifications would theoretically be contained to Discord, history has shown that too much power in Discord has the side-effect of harming D&D Wiki. We've all witnessed this, unfortunately :( --[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:41, 5 June 2019 (MDT)<br />
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:I agree that there are indeed plenty of admins in the server already.<br />
:I'll take this opportunity to say that, based on continued patterns of "lashing out" over Discord (both the current server and its precedent), I believe GamerAim should not be made an admin on the D&D Wiki discord server even if he retains admin status and good graces on the wiki proper. To be entirely candid, there is no one I would trust less with the privilege. - [[User talk:Guy|Guy]] 18:06, 5 June 2019 (MDT)<br />
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::Guy is, of course, entitled to his opinion, but there has been no "lashing out," unless Guy means a single heated discussion we had over a miscommunication. There has otherwise been no real incidents of note before or since. In fact, I was quite open with the server in confronting the elephant in the room and we all agreed to move forward in pursuit of a trusting relationship. I understand that Guy and I have a history of distrust, but as I said on Discord, I look forward to rebuilding our trust in each other. Naturally, I will otherwise avoid debating this particular topic (my adminship) unless requested, so as to avoid a conflict of interest. I know that we all have baggage, and I hope that this move will show that I am willing to turn over a new leaf and engage with my honored privileges as a trusted instrument of the community I love.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:50, 5 June 2019 (MDT)<br />
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:::I cannot help but say Guy's concern is valid but this is a conversation about moderation so please keep on topic. GA please make your request for administrative privileges through another topic or more preferably directly to GD. In the interest of continuing the conversation on moderation, you do not have to respond to this message. {{User:ConcealedLight/Signature}} 04:16, 6 June 2019 (MDT)<br />
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:While there are normally several admins active at once and can deal with issues that arise, I will highlight the difference in timezones that I experience being in Europe as oppose to the United States. I often find that I'm on the only admin available until the day rolls on quite a bit and then administrators in the US of which the majority are, come online. Thus, in the event I am not available I believe it is reasonable to take on a chat moderator in order to increase the coverage and availability of the team. At the same time, I don't feel it would be fair to take on just one person in a test capacity and so I'll recommend that we take on two chat moderators, ideally one of them being in the European/Asian time zone range. This can be done initially in a test capacity and we can review their performance/ effectiveness after a month or two. In terms of what privileges they should have, I believe role management in order to verify users but also apply the Muted role to prevent spamming as well as naming management in order to enforce the wiki name usage. While I can see a case being made for kick/ban privileges the Muted role (which prevents users from interacting with the server and its channels) serves to put a bandaid on any issue for administrative review later and prevents a rogue moderator from doing something malicious like kicking/banning all other users. How does this sound? {{User:ConcealedLight/Signature}} 04:16, 6 June 2019 (MDT)<br />
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::I agree with you as well as Yanied's comment above. The ability to hand out (limited) warnings as well as a mute should be enough to keep the chat clean until an administrator shows up. I also agree that more than one moderator should be put into place for a test. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 04:51, 6 June 2019 (MDT)<br />
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::There is still the matter of our user base being majority American and also well-behaved. I've not been active until recently, so I will refer to an admin I can trust there - like BSFM or Geodude - as to whether there have been many incidents while they were away. I think it's important to hear about the actual need for chat mods, first and foremost.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 04:49, 6 June 2019 (MDT)<br />
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:::The Discord simply needs a little help assigning roles, and a back up in case of spam. That’s why I don’t think mods being able to warn is necessary, and would hope that would ease some of Guy’s concerns. Quincy, Geodude, CL, Myself, And GamerAim I think do a good job but as people with RLs, some mods to assist in times we may be DMing, with Family, or saving the world, a mod to handle mutes and roles would be :Fire: <br />
:::And again, I don’t think that admins are any better of people that makes them allowed to warn but it provides to overlap and consistency between Wiki and Discord. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:48, 6 June 2019 (MDT)<br />
<br />
::::You make a good point about verifying users. While I still don't believe it to be a huge issue, I would not have an issue with chat "moderators" that served this capacity if you believe it to be important, though I do believe that warnings and muting should be reserved for administrators, as it would be on D&D Wiki.--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 12:23, 6 June 2019 (MDT)<br />
<br />
:::::do people still *bump*? Quite a bit was mentioned since April 2019. Are there any more thoughts? Hoping {{user|Green Dragon}} gets an opportunity to see this and respond at their convenience. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 10:44, 19 June 2019 (MDT)<br />
<br />
::::::I still do occassionally. It would be good to get GD input on this as I believe there is a general consensus for it. {{User:ConcealedLight/Signature}} 04:33, 20 June 2019 (MDT)<br />
<br />
:::::::I responded on [[D&D Wiki talk:Request for Moderation]], and before it's fleshed out it's hard to speculate about what does and doesn't work. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 12:28, 20 June 2019 (MDT)<br />
<br />
::::::::Can you define "fleshed out" because I am really confused. On the request for mod page you said to discuss the role and its permissions here on Discord Policy which occurred. There are about half a dozen users part of multiple discord servers that have offered an opinion here.<br />
::::::::Is there anything you are looking for specifically about a moderator? Is there anything you have concerns about regarding the role? <br />
::::::::Sorry, but this just doesn't help the conversation. :-/ ~ [[User:BigShotFancyMan|BigShotFancyMan]] 12:41, 20 June 2019 (MDT)<br />
<br />
:::::::::I mean that on the moderator nomination page all the points that have been discussed here need to be visible. Users need to know what the moderator is, as discussed on this page, before they can vote on the role. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:20, 20 June 2019 (MDT)<br />
:::::::::I would expect this role to at least state that's it granted alongside adminship, but it can be revocated without the adminship being done. I would also expect this role to list that they have the "admin role" on discord, and all the rights that brings. In addition moderators who are active at certain times should be listed in the nominations. There are probably more things that need to be added. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:08, 26 June 2019 (MDT)<br />
<br />
::::::::::As I mentioned on Discord, chat mods would not get the admin permission there, as there is a dedicated Chat Moderator role. {{User:Geodude671/Signature}} . . 13:13, 26 June 2019 (MDT)<br />
<br />
{{dir}}<br />
<br />
To get us all aligned, these are the current permissions of a discord moderator and the justification/ thought behind each of them. The only permission a chat moderator has on the discord that other users do not is the ability to manage roles lower than there own and delete messages in discussion channels. This allows them to:<br />
* Mangage Roles. Create, remove, edit and manage roles lower than there own.<br />
** This is so moderators can apply the Muted role to users that continuously behave poorly and works like the wiki's block function in that it doesn't remove the users' account but stops them from interacting with the wiki or in this case the discord.<br />
** This also allows them to apply game system specific roles to users like 5e and pathfinder or verify users removing there Anon role and replacing it with the user role.<br />
* Manage Messages. Delete and pin the messages of other users.<br />
**Sometimes users will make comments that are far from appropriate and need to be removed. The message is still available for viewing in the history channel where admins can keep a record of it for review.<br />
**There isn't much reason to give them the ability to pin messages to a channel but this is bundled in with the above.<br />
The limits of this power prevent them from:<br />
* Creating, removing, editing and granting roles of higher standing than there own such as Administration, Channel Management, Server Management.<br />
* Deleting messages from the history channel so they are not able to obscure there own infractions should such a case come up.<br />
Hope that clears things up a bit and gets everyone on the same page. {{User:ConcealedLight/Signature}} 22:46, 27 June 2019 (MDT)<br />
<br />
:In addition to the above permissions, chat moderators also have permission to use the ?mute command to stop a user from talking for a specified period of time.<br />
:When I originally created the chat moderator role on Discord, in addition to the permissions above, chat moderators also had the power to kick and ban users from the Discord. Users with the chat moderator permission on this site have the power to block users from the tavern chatroom only, so I felt that was a logical extension of that power, but I'd like to get others' feedback on this. They do not currently have this power, for the record.<br />
:Should admins have permission to preside over requests for moderation, similar to bureaucrats' power to preside over requests for adminship? They have the technical power to grant chat mod permissions to others both on the wiki and discord, and them having permission to do so would prevent the process from being too dependent on one person and creating a bottleneck. {{User:Geodude671/Signature}} . . 13:27, 30 June 2019 (MDT)<br />
::If the moderators could just mute, I think it fulfills roughly what they are supposed to do? I think they can maybe report or request onto admins for the whole boot and ban instead.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 20:23, 30 June 2019 (MDT)<br />
:::I'm of the opinion that chat moderators shouldn't have the permission to kick/ban users and those requests should be passed on to administrators. I believe the point about administrators not requiring a bureaucrat to oversee the position is also valid given the limited scope of the role. {{User:ConcealedLight/Signature}} 23:36, 30 June 2019 (MDT)<br />
<br />
::::A chat moderator's roles are sufficient, they just need to be listed on [[D&D Wiki:Request for Moderation]]. So far everyone seems to agree.<br />
::::I disagree that admins should be able to close a nomination, since there are many disputes between users and having a bureaucrat make the final decision would lessen any potential conflicts. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:47, 1 July 2019 (MDT)<br />
<br />
:::::Thank you Geo and CL for adding the chat moderator roles to the D&D Wiki: Request for Mod page, amongst numerous other edits and input. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 13:08, 3 July 2019 (MDT)<br />
<br />
::::::I’m good with GD being the only bureaucrat. Their reasoning isn’t bad either. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 15:20, 9 July 2019 (MDT)<br />
:::::::I think having a final decider is good. That's what the final decision on an RfM right?--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:32, 9 July 2019 (MDT)<br />
<br />
::::::::We've already got a final decider but what was/is proposed is allowing admins to be final deciders too. I do understand Geo's points about it, I just think that leaving that reserved for bureaucrats only is good for the time being. If issues were to arise then I think it could be a topic to revisit. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:38, 10 July 2019 (MDT)<br />
<br />
::::::::I agree with this. While an admin holds more power in terms of what tools they can use, it would be best not to have administrators 'moderate' (To be able to shut down) an RfM. -- ᴄᴏɴᴄᴇᴀʟᴇᴅᴡɪғᴇ ([[Special:Contributions/ConcealedWife|Contributions]]) ([[User_talk:ConcealedWife|Squa]]) 10:55, 10 July 2019 (MDT)<br />
<br />
::::::::::Great, I find that this policy has reached the point where we can start using it. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:14, 10 July 2019 (MDT)<br />
<br />
==Name Verification==<br />
I'm in as '''Mononymous <nocode>#</nocode>7183'''. {{User:Hooper/autosig2}} 23:55, 13 July 2019 (MDT)<br />
:There’s actually a separate discussion page where you’re supposed to post that, but I’ve verified you regardless. {{User:Geodude671/Signature}} . . 00:32, 14 July 2019 (MDT)<br />
<br />
== Section for Admins ==<br />
<br />
I was asked again today via DMs on Discord who admins are. Someone asked in casual or 5e channel last week, and I think it happened another time within the last month. Can we discuss adding a section, like almost every other Discord server, to show wiki admins? I understand having one list of users on Discord, because we are all users. Admins do have a separate page where they are listed though. You have to navigate to find it. If someone has an idea to make finding admins easier then I'll consider retracting this but I think the wiki discord server is very active, attracting new people weekly, and is being used to find help quickly. Listing admins there would assist users easily. cheers! {{User:BigShotFancyMan/autosig}} 07:53, 22 July 2019 (MDT)<br />
:We could give admins a different color, give them a separate section displayed on the right or both. I'm fine with either approach. {{User:ConcealedLight/Signature}} 11:20, 22 July 2019 (MDT)<br />
<br />
::Whichever way, it's fine for me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:50, 22 July 2019 (MDT)<br />
:::Sections + color scheme sounds good. That's how I've seen other servers do it.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:13, 22 July 2019 (MDT)<br />
<br />
::::For this change to be made GD will have to go into D&D Wiki>Server Settings>Roles>Admin and turn the "Display role members separately from online members" to green. {{User:ConcealedLight/Signature}} 22:27, 22 July 2019 (MDT)<br />
<br />
::::Some users have expressed some difficulty with seeing the new color, I myself find it hard on the eyes. Could it be shifted to a brighter shade of red? Thank you. {{User:ConcealedLight/Signature}} 23:16, 23 July 2019 (MDT)<br />
<br />
:::::Thanks for getting around to this GD and I agree, and would add any dark color is probably difficult to see. {{User:BigShotFancyMan/autosig}} 06:48, 24 July 2019 (MDT)<br />
<br />
== {{User:Geodude671/Signature}} . . <small><small>15:45, 23 July 2019 (MDT)</small></small> ==<br />
<br />
hey we should have a memes channel<br />
:Personally I don't care too much for it. But if people show the support, then by all means.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:16, 23 July 2019 (MDT)<br />
::Why do we need a meme channel and what purpose would it serve? {{User:ConcealedLight/Signature}} 23:16, 23 July 2019 (MDT)<br />
:::'''Support.''' It would let people post or spam memes without flooding or bothering #casual, as not everyone enjoys memes.<br />
:::Why was the channel locked? Why would anyone legitimately have a problem with something as innocent as a meme channel in a Discord server? - [[User talk:Guy|Guy]] 03:52, 24 July 2019 (MDT)<br />
::::It was locked since changes on discord need to be discussed on D&D Wiki. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:24, 24 July 2019 (MDT)<br />
::::'''Support'''. While hesitant I think that during its short presence users exercised decent use of the channel. Guy's comment about a separate area to not bother people is a good point that I agree with too.<br />
::::Meme channels can have the chance to be filled with offensive material. That would be my guess why people wouldn't want it. It was mentioned that the memes need to be tasteful, and still uphold D&D Wiki's ethics, morals, values, etc. {{User:BigShotFancyMan/autosig}} 06:46, 24 July 2019 (MDT)<br />
:::::As long as the memes follow the policies, I don't have anything wrong with this channel. I think we need to see some support from the non-admin base for it though, just to make sure that we're not shoehorning everyone into a structure which no one but admins want seperated. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:24, 24 July 2019 (MDT)<br />
::::'''Support.''' Look, having a meme channel is a win-win. If you like memes, you can post all the memes you want, and they wouldn't suffer any risk of being taken down as they might be in the #casual channel for "inane silliness". If you don't like memes, you won't have to see any more memes on the #casual channel or anywhere else. If you have no opinions on memes, then you should support this or at least not vote so that everyone else is happy. If you vote against the meme channel, then you're making everyone unhappy because of the aforementioned reasons. I rest my case. --[[User:Calibri|Calibri]] ([[User talk:Calibri|talk]]) 21:31, 24 July 2019 (MDT)<br />
::::'''Support.''' Literally just for the same reasons as everyone else here who supports. Doesn't bother those in the casual channel, allows random spamming of crazy arbitrary memes (the casual channel literally says ''"Casual" does not mean random drivel, nonsense, or inane silliness.''), and people can still make the choice whether they want to be bothered to look at the memes, or just stay in the casual channel, with just casual talk. Eh, just repeating stuff now. But yeah. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 00:11, 25 July 2019 (MDT)<br />
::::'''Support.''' As GD says as long as they follow policy I see it as beneficial. I propose we give this discussion until the end of the week so others have the chance to give their opinions before the channel is unlocked or deleted. {{User:ConcealedLight/Signature}} 10:29, 25 July 2019 (MDT)<br />
::::'''Support.''' See above. Anyone who does not like the meme channel can mute and hide it. &mdash;[[User:Papa slow-ying|Papa slow-ying]] ([[User talk:Papa slow-ying|talk]]) 14:19, 25 July 2019 (MDT)<br />
:::::It’s pretty clear what the consensus is, so I’m re-opening the meme channel based on the discussion above. {{User:Geodude671/Signature}} . . 13:56, 27 July 2019 (MDT)<br />
==Art Channel==<br />
Hey, just out of curiosity, should we add an Art Channel? This would make it so those that post their art can actually have their art be appreciated by more users. As opposed to it getting bogged down in Casual chat. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:10, 10 February 2020 (MST)<br />
:'''Support.''' As an artist helper, I'd find it therapeutic to be able to just post whatever DnD art I crank out where it's appropriate.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:15, 10 February 2020 (MST)<br />
<br />
*'''Support.''' space to share art separate from chat. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:23, 10 February 2020 (MST)<br />
<br />
*'''Support.''' As someone who uses "theater of the mind" in my games, it can be quite useful to see someone make something cool, and be able to use it as a reference when describing a heroic NPC struggling to fight against a ferocious monster and needs the party's help in doing so. But at the same time we need to ensure that the art posted follows the D&D Wiki guidelines; don't want another "Flavio dessert" incident. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:30, 10 February 2020 (MST)<br />
<br />
::Discord wiki being an extension adapts wiki proper guidelines and anything untasteful will be met with warning policy. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:36, 10 February 2020 (MST)<br />
<br />
:: Yes, I am in favor of this. It's not like it costs anything, Glass is right that the memes and casual channel can get cluttered, and it definitely doesn't distract from the whole 'D&D thing' we've got going on even if people post unrelated art, case in point the Star Wars/movie spoilers channel. [[User:PickleJarPete|PickleJarPete]] ([[User talk:PickleJarPete|talk]]) 21:55, 10 February 2020 (MST)<br />
<br />
::: Speaking of which, we should probably look into renaming that. All in favor of "movie spoilers channel"? [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 17:56, 11 February 2020 (MST)<br />
<br />
*'''Support.''' Seems fairly harmless. [[User:Quincy|The world needs bullies. Remember to thank a bully today!]] ([[User talk:Quincy|talk]]) 22:03, 10 February 2020 (MST)<br />
<br />
*'''Support.''' Yes, this would be useful. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 03:28, 12 February 2020 (MST)<br />
<br />
::Based on the above consensus, I've gone ahead and created #art with the same permissions as the #memes channel. {{User:Geodude671/Signature}} . . 09:29, 12 February 2020 (MST)<br />
<br />
== Movie Spoiler Channel Name ==<br />
<br />
It has been discussed, mentioned, petitioned, etc and I'd like to get something that won't drift away in floating text down. I 100% understand making the channel a movie spoiler channel, but am against it because movie talks overlap and not everyone sees every movie when they come out. Instead, I'd rather allow mods/admins to create movie specific channels as needed, and delete them using their best judgement (i.e., no discussion for a certain movie after a couple of weeks, to clarify not a couple weeks after movie is out but just a 2-3 weeks of no one discussing the movie.)<br><br />
This is similar to how its already been except with additional channels possibly. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 12:44, 12 February 2020 (MST)<br />
<br />
Okay, I can respect that, Leo. I was just wondering if we can at least get rid of the dead space that the Star Wars spoiler channel was taking up. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 16:43, 12 February 2020 (MST)<br />
<br />
:I think so. And if we need a spoilers channel it can be created. I am not sure of a downside to creating and deleting spoiler channels. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:46, 13 February 2020 (MST)<br />
::It's only a downside if we forget to delete it or accidentally do so, I think. Unless someone honestly wants to archive whatever is on the channel. I'm for getting rid of that dead space.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 08:29, 13 February 2020 (MST)<br />
<br />
== Addendum to General Rule 3 ==<br />
<br />
The current text for General Rule 3 of the Discord server is as follows:<br />
<br />
3) No "not safe for work" (NSFW) content. This includes usernames, avatars, and "now playing" messages. Cropped images of NSFW content are still considered NSFW. Basically, if you wouldn't share it with your grandmother or your boss, don't share it here. "Not safe for life" (NSFL) content also falls under this rule.<br />
3a) Swearing falls under this rule; abbreviating swears or "bleeping out" with asterisks etc still counts.<br />
3b) You ARE allowed to circumvent the filter for the purposes of avoiding the "Scunthorpe problem."<br />
<br />
Although this rule seems fairly cut and dry, there are certain kinds of socially unacceptable behavior that are only implicitly forbidden by this rule, rather than explicitly forbidden, and this has caused a lot of discomfort and hurt feelings. In order to (1) prevent this from being a recurring issue, (2) clarify what has often been treated inconsistently as an "edge case" and (3) allow administrators and chat moderators more cause for action in tackling disgraceful behavior, I would like to propose that the following addendum be added to GR3:<br />
* 3c) Please keep your sexual desires, thoughts, wishes, exploits, preferences, etc. to yourself. The D&D Wiki community is not the place to talk about such things, and these topics can easily offend a lot of people.<br />
* 3d) If someone shares something inappropriate, please don't encourage him or her.<br />
[[User:Quincy|Natsumi super fan]] ([[User talk:Quincy|talk]]) 21:11, 22 February 2020 (MST)<br />
:i agree. {{User:Geodude671/Signature}} . . 21:18, 22 February 2020 (MST)<br />
<br />
* '''Support'''. As sad as I am to even have this discussion, I believe this does need to be clear in order to clean up the chat. The rules currently could be argued, and even though some users and admins would support warnings,better language would help alleviate some issues. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 21:22, 22 February 2020 (MST)<br />
<br />
* '''Neutral'''. I'm all for addendum 3d, I feel as though 3c should be reworded. Mainly, I can imagine someone going through a tough time in a relationship or something, and they'd be looking for actual guidance. If we left it the way it's currently worded now, they'd get the boot instead. Maybe edit it so "relations" are acceptable, but not "conduct of a sexual nature". Then I'll change my vote to a solid Support. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:49, 22 February 2020 (MST)<br />
::You know what, that's a perfectly fair point. How does this revision sound? "Please keep your sexual desires, thoughts, wishes, exploits, preferences, etc. to yourself. The D&D Wiki community is not the place to talk about such things, and these topics can easily offend a lot of people. However, talking about relations of a personal or strictly romantic nature is OK, as long as you keep it PG." [[User:Quincy|Natsumi super fan]] ([[User talk:Quincy|talk]]) 22:03, 22 February 2020 (MST)<br />
:::Yes, my thoughts exactly. Thanks for that. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 07:10, 23 February 2020 (MST)<br />
:::: I believe that 3c should be further amended, the reference to someone's "sexual preference" could be interpreted to mean that we are also disallowing people to express their general sexual orientation, is that something we really want to ban? I would suggest some sort of revision to "explicit sexual preferences" and some sort of addendum that states something along the lines of "expression of general personal sexual orientation is acceptable".[[User:Industrialz|Industrialz]]<br />
<br />
:::::The way it is worded is to mean sexual relations. I.E. keep your sexual desires, your sexual thoughts, your sexual wishes, your sexual exploits. I feel like this is understood because there's no request to change the wording for thoughts, wishes, exploits, etc. Including relations in there, we don't need to hear about your sexual relations with another human being. Further, is there really a need to ask or share if you are into boys or girls in a public forum for hobbies? I don't want to ban it but the current climate in the chat makes the thing reek of a tinder app sometimes. If you are interested in someone, direct message them! (PLEASE!!) I understand asking for a relationship advice. That isn't an issue here. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 19:06, 23 February 2020 (MST)<br />
<br />
::::::[https://www.youtube.com/watch?v=VBe_guezGGc I did not have sexual relations with that woman!] {{User:Geodude671/Signature}} . . 23:23, 23 February 2020 (MST)<br />
<br />
* '''Neutral'''. I'm doing a summarization here, as a sort of intermediate result:<br />
:3) No "not safe for work" (NSFW) content. This includes usernames, avatars, and "now playing" messages. Cropped images of NSFW content are still considered NSFW. Basically, if you wouldn't share it with your grandmother or your boss, don't share it here. "Not safe for life" (NSFL) content also falls under this rule.<br />
:3a) Swearing falls under this rule; abbreviating swears or "bleeping out" with asterisks etc still counts.<br />
:3b) You ARE allowed to circumvent the filter for the purposes of avoiding the "Scunthorpe problem."<br />
:3c) Please keep your sexual desires, thoughts, wishes, exploits, preferences, etc. to yourself. The D&D Wiki community is not the place to talk about such things, and these topics can easily offend a lot of people. However, talking about relations of a personal or strictly romantic nature is OK, as long as you keep it PG.<br />
:3d) If someone shares something inappropriate, please don't encourage him or her.<br />
:'''My version''':<br />
:3) Inappropriate contant/behaviour has no place on D&D-Wiki, and will have consequences.<br />
:3-A) Swearing in ANY FORM. But; circumventing the filter for the purposes of avoiding the "Scunthorpe Problem" is allowed.<br />
:3-AA) Examples are: "Shit","Fuck","f***","WTF", "DAFUQ", "What the F?", etc.<br />
:3-B) ANYTHING that is "Sexual Reproduction Related", "(Soft-)Pornographic" or "Sexual Roleplaying".<br />
:3-BB) Examples are: sexual preferences, sexual desires, sexual thoughts, sexual wishes, sexual exploits, sexual pictures, sexual memes.<br />
:3-BBB) Gender-Related exchange is allowed. (That's what [[User:Industrialz|Industrialz]] meant, right?)<br />
:3-C) In this manner misbehaving users ARE NOT TO ENCOURAGE.<br />
:3-CC) Misbehaviour is recomended to be pointed out to the user in question first, to give them a chance of correcting them selfs. By continued ignoring of the rules is it recomended to consult one of the moderators/admins.<br />
:[[User:Websurfer1111|Websurfer1111]] ([[User talk:Websurfer1111|talk]]) 14:37, 23 February 2020 (MST)<br />
<br />
::I don't like this version at all. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 19:06, 23 February 2020 (MST)<br />
<br />
:::I am not particularly fond of the wording on this one either. A bit TOO strict. Especially now that Flavio (A.K.A. "the very reason this rule is in discussion in the first place) seems to be making some level of . . . Improvement. From what I've seen, he's starting to realize some of his errors and is correcting some of his more lewd behavior to be more mature. Just throwing that out there. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 19:14, 27 February 2020 (MST)<br />
<br />
::::No problem. It's nothing more then a suggestion I threw into the discussion pot.<br />
::::My main thought in my version is it to keep the rules short & clear, and introduce a structure which can be expanded with sub-rules, explainations, or exceptions.<br />
::::Feel free to change what needs to be changed. 🙂<br />
::::[[User:Websurfer1111|Websurfer1111]] ([[User talk:Websurfer1111|talk]]) 17:58, 6 March 2020 (MST)<br />
<br />
* '''Neutral.''' I'm confused. What behavior prompted this change? Personally the insinuation that "PHB ranger doesn't deserve a buff" or "variant human is a balanced race" is more offensive to me than anything any version of rule 3 would prohibit. As long as rules are enforced, though, "don't encourage breaking rules" (e.g., 3d) seems pretty obvious to have. If anything that should probably be its own rule. - [[User talk:Guy|Guy]] 21:54, 15 March 2020 (MDT)<br />
<br />
:You might gather some context from my personal remarks below regarding your proposal but just in case one user was very vocal about their interests. It made other users uncomfortable, ''some'' of those same users would also egg it on at times. Then another user decided to share some details as well. Since the proposal of this, and a chat mod actually modding the chat, the conversation has subsided. It doesn't pay much, but it is honest work. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:08, 16 March 2020 (MDT)<br />
<br />
=== General Rule 3b Reduction ===<br />
3a) Swearing falls under this rule; abbreviating swears or "bleeping out" with asterisks etc still counts.<br />
Tl;dr - At a minimum, remove the phrase regarding 'abbreviating swears.'<br />
<br />
Omitting even abbreviations seems ridiculously excessive. It's 2020. It's difficult to imagine anyone who would find this Discord being offended by "wtf", but under this rule that oft-used acronym would be grounds for administrative action.<br />
<br />
[[Help:Behavioral_Policy|D&D Wiki]] uses the phrase, "Swear words that are 'bleeped out' with asterisks or other symbols also fall under this policy." There is no mention of abbreviations, acronyms, initialisms, or anything of the sort, and I do not see why that needs to be codified in the Discord server. It seems worth mentioning the Wikipedia policy on which this was based over a decade ago&mdash;now [https://en.wikipedia.org/w/index.php?title=Wikipedia:Civility&offset=&limit=500&action=history Wikipedia:Civility], I believe&mdash;doesn't make specific mention of swear words at all.<br />
<br />
A Wiki is not a chatroom, and a chatroom is not a wiki. One is much more formal than the other, so it is illogical for the inherently less formal one to have stricter rules on something like this. I request either the Discord is updated to reflect the standards of the wiki, or that both are updated to more closely resemble the 2020 standards of Wikipedia on which such policies were based. - [[User talk:Guy|Guy]] 21:54, 15 March 2020 (MDT)<br />
:For some context, the filter was implemented in part based on [[Discussion:Updating_the_Foul_Language_policy|this discussion]] and the consensus that the discord is considered an extension of the wiki. {{User:Geodude671/Signature}} . . 22:26, 15 March 2020 (MDT)<br />
::Well, yes. If the Discord server is an extension of the wiki, then it should have the same rules&mdash;not this additional, stricter rule about abbreviations.<br />
::If I believe the Discord should be even less strict, I suppose that's a topic for another time. - [[User talk:Guy|Guy]] 22:38, 15 March 2020 (MDT)<br />
:::THAT is based on how strict I've seen Green Dragon be about this in the past. {{User:Geodude671/Signature}} . . 22:42, 15 March 2020 (MDT)<br />
::::Disgusting, honestly. I don't know the context but I'm revolted that the policy as written could be enforced in such a way. - [[User talk:Guy|Guy]] 22:48, 15 March 2020 (MDT)<br />
<br />
:::::Food can be disgusting, murder and rape is disgusting, not being allowed to say shoot, fudge, darn, (insert word), mother trucker is also disgusting? My soap box is below, but I am baffled that a policy wanting to remove swearing is disgusting. There are servers or chat rooms that don't allow swearing. Please don't pretend its illogical since it is less formal. AND I am in the ones with swearing too, so I am not pretending that servers can't have it. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:59, 16 March 2020 (MDT)<br />
<br />
::::::No. I barely care that swearing isn't allowed and you realize I'm not even arguing against it at present. I'm only suggesting the abbreviation portion to be removed.<br />
::::::What I find revolting is administrative action for that Wiki policy as it is written, if that administrative occurred at all how I imagined it. Surely I must be imagining it incorrectly and I shouldn't assume such things. - [[User talk:Guy|Guy]] 13:32, 16 March 2020 (MDT)<br />
<br />
:::::::I do realize you aren’t opposing swearing as a whole. I provided a lot of context that didn’t involved abbreviations to support the warning for abbreviation. There is also discussion about swearing being included, and I’ve gotten my replies a bit intertwined.<br />
:::::::I think you’d be surprised to see admin action for what your talking about. I would be too. I’m not sure what you imagine, and if you’re not yet opposed to sharing your opinion, I’d like to understand what it is you imagined. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 16:09, 16 March 2020 (MDT)<br />
<br />
Aight I am going to be frank with you guys I think this rule is kind've pointless and having a bot censor our cursing isn't going to really change how people behave. Just yesterday I said the word "cocked" as in reloading a NERF gun and it got censored. It wasn't offensive, and a bot censoring it only makes ok words bad for no reason (akin to the "Scunthrope problem" that is meantioned in the rules). Also, the bot has no way of detecting curse words in image, which is how Geo was perfectly fine posting an image with the N-word in it (I'm fine that he used it, just an example), but because of this rule I always have to wonder if I can post memes with other curse words like the F or S word. Tl;dr the current policy feels inconsistent at best and I think it best to remove it.([[User:PickleJarPete|PickleJarPete]] ([[User talk:PickleJarPete|talk]]) 23:27, 15 March 2020 (MDT)) (CST)<br />
<br />
:I work with firearms, there are other words aka "charge" that would carry the exact (correct) meaning of "cocking" a weapon. That said, we don't need someone coming in and spamming the word. And for someone to use their mind and possibly describe an action a different way, hardly seems a bad thing. There is a filter issue with certain words, I don't find this to be one. <br />
:As for posting images with curse words, why do you have to wonder? No swearing or cursing. Because it is a picture wouldn't change that. If a chat mod posted something offensive, report it. But it doesn't give permission to not follow the rules. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:59, 16 March 2020 (MDT)<br />
<br />
I feel that the wiki should be less strict in general as to the swearing policy, especially on the Discord. It should be expected that there may be more swearing on the Discord as it has a more conversational tone and people will be freer with their language. I don't think there should be a rule at all against abbreviating swears. Abbreviations are commonly used to the point where the curse word loses its meaning, for instance: SNAFU. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 23:46, 15 March 2020 (MDT)<br />
<br />
:SNAFU is a very specific abbreviation typically not associated with everyone but with a select group of people. The intent is for the curse word to lose meaning to be able to speak it in a public setting. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:59, 16 March 2020 (MDT)<br />
<br />
* '''Oppose'''. I think the rule is fine and I think that admins/mods using discretion has been okay. Most of the time, abbreviations are ignored. Recently, I chose not to ignore ''one'' because the conversation started with (and paraphrasing) what can we get away with. {{user|Papa slow-ying}} used the abbreviation "stfu". Given the context, the user's "kek" or similar behavior that follows when an admin/mod does give warnings for not following chat rules, I thought it wise to give a warning.<br />
:The recent mute for {{user|MetalShadowOverlord}} was because of repeated warnings for gaming the system of rule 3a by posting pictures with hand written swear words, and when I saw yesterday the gaming of the system for rule 3a saying "hory sheet" if I recall correctly. <br />
:People are warned or muted for egregiously and or intentionally trying to circumvent the rule. If you search the chat, you find many, many, '''many''', MANY examples of abbreviations not addressed, not warned, not even a blip of attention given to. If people want to be purposefully vulgar and attempt to be a rebel or "fight the man", then I find appropriate discretion to use the warning system the right thing to do.<br />
:Also, just a personal note on the topic; is it really so hard to clean up y'all's language? I swear daily. I use the f word as a every part of speech in one sentence at times, and yet manage to speak like an intelligent, civil, mature human being when associating myself with D&D Wiki. Mods typically don't participate in the abbreviations but when they do, they agreed to be part of "The Face" of this site. Society hasn't fully adapted to swear words being completely normative, and not even close in a professional setting. So where is the disconnect? As I stated on Discord - Twitch, YouTube, Facebook pages, have mods that help enforce the site's or chat's rules. The mods do it because they believe in something that is being provide and want to support it. If you don't feel that way, why are you mod/admin? Do you just want a fancy color? Special permissions others don't get? Are you sure you want to help make D&D Wiki and its outlets a better place? Does cussing and swearing really help bring people in? I think keeping it out does help the image of the site. By the way, when I rejoined the server, I was catching up with a culture that was allowing legal adults to ask minors about their sexual preferences or experiences, which really pushed the need to get rid of sexual talk. There were other discussions going on that weren't exactly appropriate either. For me, allowing the swearing and egregious use of their abbreviations lets people think that more things can be discussed. By keeping discretion in the hands of chat mods, it helps curb the possibility. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:46, 16 March 2020 (MDT)<br />
<br />
*I'm just going to say '''partial support''' just because it's a vote. I am probably the admin who enforces the language rules the least due to my discretionary process, so I don't know if I have a say. But anyway, the abbreviations bit is, as given in examples, inconsistently enforced despite being explicit in the rules. In the instance it was enforced, it was actually due to another rule about gaming the system. So it really is not a necessary part of the rule unless you want to keep it for the purpose of gaming, or as a catch all failsafe, which I guess is ...fine? --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 16:37, 16 March 2020 (MDT)<br />
<br />
== Looking For Group channel ==<br />
<br />
Maybe once a week a user visits the server looking for a group (LFG) to play with. I think this channel would be good for others and the community. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 16:11, 25 May 2020 (MDT)<br />
:'''Support.''' I think this would be an overall benefit to the discord server. [[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 16:17, 25 May 2020 (MDT)<br />
:'''Support.''' It's a good way to log open game servers and people who want them. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 16:19, 25 May 2020 (MDT)<br />
:'''Support''' I'm in. I have a server i'd like to advertise. [[User:Someone404|Someone404]] ([[User talk:Someone404|talk]]) 16:46, 25 May 2020 (MDT)<br />
:'''Support''' I agree with Leo on this one, and with everything that's going on it has been happening now frequently. If we get a spot set aside, then it'll increase our notoriety somewhat. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 17:19, 25 May 2020 (MDT)<br />
:'''Support''' I'm totally in agreement with this. I don't see any way it could hurt, and it's always a nice resource. [[User:Rorix the White|Rorix the White]] ([[User talk:Rorix the White|talk]]) 21:28, 25 May 2020 (MDT)<br />
:'''Support.''' Toss my support in there for this as well. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 12:07, 26 May 2020 (MDT)<br />
:'''Support.''' A dedicated place for game ads of all kinds would be great. [[User:Papa slow-ying|Papa slow-ying]] ([[User talk:Papa slow-ying|talk]]) 12:35, 26 May 2020 (MDT)</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Kuo-Toa_(5e_Race)&diff=1326171Kuo-Toa (5e Race)2020-04-27T23:39:56Z<p>Papa slow-ying: changed slippery trait to be consistent with what is in the MM (because that trait is fine)</p>
<hr />
<div>==Kuo-Toa==<br />
<br />
{{quote|1=They create their own gods, the very definition of insanity.|orig=Saral Mizzrym of Menzoberranzan}}<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:325px;float:right">{{5e Image|float:right;|https://vignette.wikia.nocookie.net/forgottenrealms/images/2/28/Kuo-toa-5e.jpg|A kuo-toa. Source: Wizards of the Coast<ref>D&D 5e Monster Manual pp.199</ref>}}</div><br />
A kuo-toa superficially resemble a grotesque cross between a fish and a humanoid. Their stout, stocky bodies are covered in slippery blue or purple scales, with clawed, webbed feet and black nails. Their hands are much more {{5e|Human}}-like, ending in the blunt nails typical of most humanoid races. Where one would normally expect the neck of a humanoid to be, there is instead the head of a fish, placed as if it had been grafted on. Some kuo-toa will display whiskers similar to those of a catfish, others have fins at the sides or tops of their heads, and a few have a mixture of both. Their bulging eyes are always a sickly yellow color, with a massive black pupil in the center.<br />
<br />
===History===<br />
In days long past, kuo-toa once dwelled on the shores and islands of the surface world. The kuo-toa were driven deep underground by the humans and their ilk, dooming them to spend eternity in darkness. In their prison of the Underdark, the kuo-toa came into contact with the illithid, and found themselves a new set of oppressors. The illithid subjected the kuo-toa to slavery, condemning thousands to lives as chattel. The kuo-toa were a simple race, and were never intended to bear through the mental strain the illithids' psychic energy placed upon them. Nearly every kuo-toa was driven hopelessly mad and paranoid, and they retain their madness, even long after the mind flayers abandoned them. They invent their own gods in their madness, in a vain effort to protect themselves from the threats they face in their dangerous home.<br />
<br />
===Society===<br />
Kuo-toa revere deities of their own design. Though their gods are not real, if enough kuo-toa fervently believe in a deity, their subconcious minds have a strange way of combining their power and manifesting that deity as a physical entity. Among the most revered kuo-toa gods are Blibdoolpoolp the Sea Mother, a female {{5e|Human}} with a crayfish head, claws, and shell covering her shoulders.<br/><br />
Archpriests hold among the highest positions in kuo-toa society, being surrounded by fanatical devotees of their faith. Archpriests' devotion to their deity is so fervent that they manifest divine powers similar to a {{5e|Cleric}}. Archpriests also have the power to bestow a fraction of their mystical powers to particularly loyal underlings known as whips, who fight to the death to become the archpriest's heir when the archpriest succumbs. A disloyal whip may be stripped of its powers, if not its life.<br/><br />
Most other humanoid societies view the kuo-toas' strange ways with disdain, chief among them being the Drow, who have slain the kuo-toa on sight as long as the two races have known each other.<br />
<br />
===Kuo-Toa Names===<br />
Kuo-toa names are either stolen from other cultures or pulled from the dark depths of their insane minds, providing little deep meaning.<br />
<br />
'''Male:''' Flip, Trent, Trajor, JolJom, Shuushar, Ploopploopeen, Glooglugogg<br />
<br />
'''Female:''' Sally, Feminis, Sardini, Bloppblippodd<br />
<br />
===Kuo-Toa Traits===<br />
{{5e Racial Traits<br />
|summary=A repugnant race of slimy fish-like humanoids.<br />
|abilities= Your {{5a|str}} score increases by 2, and your {{5a|wis}} score increases by 1.<br />
|age= The Kuo-toa age a bit faster than {{5e|Human}}s, reaching maturity at age 7 and living around half a century.<br />
|alignment=Kuo-toa generally tend towards evil, their insane minds feeding their primal selfishness.<br />
|size= Kuo-toa range from a little over 4 and a half to just barely over 5 feet tall, and weigh on average 120 pounds. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.<br />
|trait1=Amphibious<br />
|description1=You can breathe in both air and water.<br />
|trait2={{5E|Darkvision|Superior Darkvision}}<br />
|description2=You are accustomed to the darkness of the Underdark, where daylight has no power. {{5e SDarkvision}}<br />
|trait3=Slippery<br />
|description3=You have {{5e|Advantage}} on ability checks and saving throws made to escape a grapple.<br />
|trait4=Sunlight Sensitivity<br />
|description4=You have {{5e|Disadvantage}} on attack rolls and {{5a|wis}} ({{5s|Perception}}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait5=Otherworldly Perception<br />
|description5=As an action, you can choose to glimpse beyond the veil of reality for a brief window of time. For the next minute, you can see {{5c|invisible}} creatures and objects within 60 feet of you as if they were visible, and you can see 60 feet into the {{5e|The_Planes_of_Existence#Transitive_Planes|Ethereal Plane}}. Once you use this trait, you cannot do so again until you finish a {{5e|Long Rest}}.<br />
|languages=You can speak, read, and write Common and Undercommon.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Kuo-toa<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d4<br />
|weight=100<br />
|weightmod=1d4<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(Pathfinder_Race)&diff=1278383Yinglet (Pathfinder Race)2020-02-03T06:48:06Z<p>Papa slow-ying: repaired categories</p>
<hr />
<div>{{stub|Incomplete.}}<br />
{{x0<br />
|type=Humanoid (Yinglet)<br />
|ability_adjust=+2 Dexterity, +2 Charisma, &minus;2 Strength<br />
|size=Size: Small<br />
|favored_class=<!-List of favoured classes, link it if possible.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
== Yinglets ==<br />
<br />
<!-- Insert here a summary description of your race --><br />
<br />
===Physical Description===<br />
<br />
<!-- Insert here your races average height, weight, skin color, eye color, and other such physical features --><br />
<br />
===Society===<br />
<br />
<!-- Insert here a description of the race's social structures, where they live and what they like doing --><br />
<br />
===Relations===<br />
<br />
<!-- Insert here how your race gets along with other races. --><br />
<br />
===Alignment and Religion===<br />
<br />
<!-- Insert here the alignments your race tends to, and the religions, or pantheons your race often practices --><br />
<br />
===Adventurers===<br />
<br />
<!-- Insert here how often your race become adventurers, how they act and any notable tactics or attitudes. --><br />
<br />
===Yinglet Racial Traits===<br />
<br />
'''+4 Dexterity, &minus;2 Intelligence, &minus;2 Strength:''' Though physically weak and uneducated, yinglets possess very quick reflexes.<br/><br />
'''Yinglet:''' Yinglets are humanoids with the yinglet subtype.<br/><br />
'''Small:''' Yinglets are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their [[PFSRD:CMB|CMB]] and [[PFSRD:CMD|CMD]], and a +4 size bonus on [[PFSRD:Stealth|Stealth]] checks.<br/><br />
'''Normal Speed:''' Yinglets are fast for their size, and have a [[base land speed]] of 30 feet.<br/><br />
'''Low-Light Vision:''' In dim light, yinglets can see twice as far as humans.<br/><br />
'''Lithe:''' Yinglets receive a +2 racial bonus on [[PFSRD:Acrobatics|Acrobatics]] and [[PFSRD:Escape Artist|Escape Artist]] checks.<br/><br />
'''Nimble Attacks:''' Yinglets receive Weapon Finesse as a bonus feat.<br/><br />
'''Poison Resistance:''' Yinglets receive a +2 racial bonus on saving throws against poisons and poison effects.<br/><br />
'''[[PFSRD:Linguistics|Languages]]:''' Yinglets begin play speaking Common. Yinglets with high Intelligence scores can choose to learn from the following: Dwarven, Elven, Gnome, Goblin, and Halfling.<br />
<br />
===Alternate Racial Traits===<br />
<br />
The following racial traits may selected instead of existing yinglet racial traits. Consult your GM before selecting any of these new options.<br/><br />
'''Nurse Training:''' Certain yinglets, tasked with overseeing childbirth and rearing young, receive basic medical training instead of combat training. These yinglets gain a +1 racial bonus on [[PFSRD:Heal|Heal]] checks and always treat Heal as a class skill. This racial trait replaces nimble attacks.<br/><br />
<br />
===Favored Class Options===<br />
<br />
The following options are available to all yinglets who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.<br/><br />
'''Barbarian:''' Add a +1/2 bonus to trap sense or +1/6 to the bonus from the rolling dodge rage power.<br/><br />
'''Bard:''' Add a +1 bonus to the bard's [[PFSRD:Perform|Perform]] check result while using the distraction bardic performance.<br/><br />
'''Druid:''' Add a +1/2 bonus to wild empathy checks made to influence a creature's attitude.<br/><br />
'''Fighter:''' While he is wearing armor, reduce the fighter's armor check penalty by -1/5 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by the fighter's armor by +1/5. This favored class option can only be taken 10 times, after which the fighter gains no further benefit from it.<br/><br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="pathfinder" cellspacing="0" cellpadding="0"<br />
|+ Table: Yinglet Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple<sup>1</sup> || Moderate<sup>2</sup> || Complex<sup>3</sup><br />
|- style="white-space: nowrap;"<br />
| 2 years || +1d4 || +1d6 || +2d6<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# This category includes barbarians, oracles, rogues, and sorcerers.<br />
# This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.<br />
# This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.<br />
|}<br />
<br />
{| class="pathfinder" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 15 years || 23 years || 30 years || +1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="pathfinder"<br />
|-<br />
|+ Table: <!-- Race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 2'8" || +2d8 || 28 lb. || &times; 1 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2'8" || +2d6 || 28 lb. || &times; 1 lb.<br />
|}<br />
<br />
----<br />
{{Pathfinder Races Breadcrumb}}<br />
[[Category:Pathfinder]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Small Size]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(Pathfinder_Race)&diff=1278381Yinglet (Pathfinder Race)2020-02-03T06:42:39Z<p>Papa slow-ying: updated racial traits</p>
<hr />
<div>{{stub|Incomplete.}}<br />
{{x0<br />
|type=Humanoid (Yinglet)<br />
|ability_adjust=+2 Dexterity, +2 Charisma, &minus;2 Strength<br />
|size=Size: Small<br />
|favored_class=<!-List of favoured classes, link it if possible.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
== Yinglets ==<br />
<br />
<!-- Insert here a summary description of your race --><br />
<br />
===Physical Description===<br />
<br />
<!-- Insert here your races average height, weight, skin color, eye color, and other such physical features --><br />
<br />
===Society===<br />
<br />
<!-- Insert here a description of the race's social structures, where they live and what they like doing --><br />
<br />
===Relations===<br />
<br />
<!-- Insert here how your race gets along with other races. --><br />
<br />
===Alignment and Religion===<br />
<br />
<!-- Insert here the alignments your race tends to, and the religions, or pantheons your race often practices --><br />
<br />
===Adventurers===<br />
<br />
<!-- Insert here how often your race become adventurers, how they act and any notable tactics or attitudes. --><br />
<br />
===Yinglet Racial Traits===<br />
<br />
'''+4 Dexterity, &minus;2 Intelligence, &minus;2 Strength:''' Though physically weak and uneducated, yinglets possess very quick reflexes.<br/><br />
'''Yinglet:''' Yinglets are humanoids with the yinglet subtype.<br/><br />
'''Small:''' Yinglets are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their [[PFSRD:CMB|CMB]] and [[PFSRD:CMD|CMD]], and a +4 size bonus on [[PFSRD:Stealth|Stealth]] checks.<br/><br />
'''Normal Speed:''' Yinglets are fast for their size, and have a [[base land speed]] of 30 feet.<br/><br />
'''Low-Light Vision:''' In dim light, yinglets can see twice as far as humans.<br/><br />
'''Lithe:''' Yinglets receive a +2 racial bonus on [[PFSRD:Acrobatics|Acrobatics]] and [[PFSRD:Escape Artist|Escape Artist]] checks.<br/><br />
'''Nimble Attacks:''' Yinglets receive Weapon Finesse as a bonus feat.<br/><br />
'''Poison Resistance:''' Yinglets receive a +2 racial bonus on saving throws against poisons and poison effects.<br/><br />
'''[[PFSRD:Linguistics|Languages]]:''' Yinglets begin play speaking Common. Yinglets with high Intelligence scores can choose to learn from the following: Dwarven, Elven, Gnome, Goblin, and Halfling.<br />
<br />
===Alternate Racial Traits===<br />
<br />
The following racial traits may selected instead of existing yinglet racial traits. Consult your GM before selecting any of these new options.<br/><br />
'''Nurse Training:''' Certain yinglets, tasked with overseeing childbirth and rearing young, receive basic medical training instead of combat training. These yinglets gain a +1 racial bonus on [[PFSRD:Heal|Heal]] checks and always treat Heal as a class skill. This racial trait replaces nimble attacks.<br/><br />
<br />
===Favored Class Options===<br />
<br />
The following options are available to all yinglets who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.<br/><br />
'''Barbarian:''' Add a +1/2 bonus to trap sense or +1/6 to the bonus from the rolling dodge rage power.<br/><br />
'''Bard:''' Add a +1 bonus to the bard's [[PFSRD:Perform|Perform]] check result while using the distraction bardic performance.<br/><br />
'''Druid:''' Add a +1/2 bonus to wild empathy checks made to influence a creature's attitude.<br/><br />
'''Fighter:''' While he is wearing armor, reduce the fighter's armor check penalty by -1/5 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by the fighter's armor by +1/5. This favored class option can only be taken 10 times, after which the fighter gains no further benefit from it.<br/><br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="pathfinder" cellspacing="0" cellpadding="0"<br />
|+ Table: Yinglet Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple<sup>1</sup> || Moderate<sup>2</sup> || Complex<sup>3</sup><br />
|- style="white-space: nowrap;"<br />
| 2 years || +1d4 || +1d6 || +2d6<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# This category includes barbarians, oracles, rogues, and sorcerers.<br />
# This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.<br />
# This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.<br />
|}<br />
<br />
{| class="pathfinder" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 15 years || 23 years || 30 years || +1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="pathfinder"<br />
|-<br />
|+ Table: <!-- Race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 2'8" || +2d8 || 28 lb. || &times; 1 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2'8" || +2d6 || 28 lb. || &times; 1 lb.<br />
|}<br />
<br />
----<br />
{{Pathfinder Races Breadcrumb}}<br />
[[Category:Pathfinder]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-race's type-> Type]]<br />
[[Category:<!-race's subtype; or remove line-> Subtype]]<br />
[[Category:<!-race's size-> Size]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(5e_Race)&diff=1243240Yinglet (5e Race)2019-11-22T06:10:16Z<p>Papa slow-ying: </p>
<hr />
<div>==Yinglet==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://pre00.deviantart.net/7ada/th/pre/f/2017/089/8/2/yingletv2_by_momosukida-db43ux5.jpg|A male yinglet fishing for fresh clams. [https://momosukida.deviantart.com/art/Secret-Fishing-Spot-672026441 Source].}}</div><br />
Thin, lithe, and small, the yinglets resemble a cross between a shorebird and a rat. Their entire bodies are covered in brown, black, gray, or white mid-length fur, save for their forelegs (and occasionally forearms), which more closely resemble the forelegs of a shorebird: stilt-like, bony in texture, and black in coloration. They may or may not possess locks of {{5e|Human}}-like hair on their heads. Their heads and tails have the basic structure of a reptile; however, they possess large, bat-like ears on the sides of their heads, they have whisker-like protrusions from their eyebrows, and females (and certain feminine males) have a large tuft of fur on the tip of the tail. Most yinglets have only nine teeth: a single large, pointed "shelltooth" in the front of their mouths to crack open the shells of mollusk species, and four pairs of smaller, pointed teeth closer to the back of their mouths to prevent live prey from escaping. This unfortunate tooth arrangement prevents them from pronouncing "th" sounds, so all yinglets have a peculiar accent where they substitute "th" sounds for a different consonant (usually "z" or "d"). Their eyes are cat-like, with a colored sclera and black slits for irises. The color of the sclera can vary drastically, but is most commonly some shade of yellow. Their hands and feet are very similar in structure: they both have three single-jointed, clawed fingers and a single clawed opposable thumb, with pads similar to a cat or dog on both the palm and tip of each digit.<br />
<br />
===Internal Biology===<br />
Yinglets have a drastically different internal biology from most other humanoid races. Notably, they are unable to digest bread and other dry foods (such as nuts, corn, or rice). In addition, their internal clocks run much faster than {{5e|Human|humans}}: they sleep for an hour for every five hours spent awake, rather than eight hours for every sixteen. Their main food source is mollusk meat, such as clams, oysters, and slugs. They experience a brief euphoric feeling upon eating such foods, and with enough mollusk meat at one time they can become intoxicated for hours on end. Coupled with their emotional maturity, which is roughly comparable with that of a {{5e|Human}} in early-to-mid-adolescence, their affinity for mollusks forms an unfortunate combination.<br />
<br />
===History===<br />
The history of the yinglets is short but eventful. The yinglets originated from humid swampland filled with poisonous plants, much later than any of the other races. There they squabbled with each other briefly for small gains of territory until eventually being united by a single male yinglet of great intelligence and ability. His efforts established the enclave system, and by extension yinglet society as a whole. The yinglets never developed a language of their own, instead adopting the {{5e|Human|humans'}} language of Common. Similarly, they've never developed any technology of their own, resorting to scavenging and stealing from {{5e|Human}} society.<br />
<br />
===Society===<br />
Yinglet society is stratified into "enclaves", essentially tribes of yinglets ruled by a matriarch and an array of patriarchs. Being a relatively young race compared to {{5e|Human|humans}}, yinglets have few skills, and are reliant on scavenging to survive. They also have a gender ratio of about six males to one female, so females are highly coveted by yinglet society. It is rare for most male yinglets to even get a chance to see a female yinglet outside of the secret inner chambers of an enclave. Among other races, yinglets are seen as pesky vermin by most, and often occupy the lower classes of society.<br />
<br />
===Yinglet Names===<br />
Yinglet names are often random sounds with little meaning, or names borrowed from other races.<br />
<br />
'''Male:''' Beizel, Chakki, Figgins, Kattajak, Lopin, Mori'rai, Narklet, Poak, Simman, Zance, Zavvat, Zheodore, Zot, Zozzy<br/><br />
'''Female:''' Beatrix, Feeeena, Lippie, Ickney, Pekkit, Sesra, Teressa, Vesaria, Vizlet, Zebalabela, Zally, Zulie<br />
<br />
===Yinglet Traits===<br />
{{5e Racial Traits<br />
|summary=A race of diminutive rodent-like creatures.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age=Yinglets mature at six times the rate of {{5e|Human|humans}}, reaching adulthood at age 3. They live to be about 30 years old.<br />
|alignment=Due to the rigid enclave system, most yinglets tend to be lawful.<br />
|size=Yinglets range from just under 3 feet tall to just under 4 feet tall, and weigh on average about 35 pounds. Your size is Small.<br />
|speed=Your base walking speed is 30 feet.<!-- 0.5--><br />
|trait1={{5E|Darkvision}}<!-- 1 --><br />
|description1=Used to the dim light of dank, fetid swamps, you can see in dim light as if it were bright light out to a range of 60 feet, and in darkness as if it were dim light. You can't perceive color in darkness, only shades of gray.<br />
|trait2=Scavenger<!-- 1 --><br />
|description2=Coming from a society built on scavenging, you are proficient in the {{5c|Survival}} skill.<br />
|trait3=Slim Build<!-- 0 --><br />
|description3= You count as one size smaller for the purposes of determining your carrying capacity and the amount you can push, drag, and lift.<br />
|trait4=Yinglet Biology<!-- 1 --><br />
|description4=Used to a swamp environment rife with toxic plants, you have {{5e|Advantage}} on saving throws against poisons, and you have resistance against poison damage. However, you are also unable to digest bread or other similarly dry foods. Upon doing so, you must succeed on a DC 17 {{5a|con}} saving throw or vomit.<br />
|trait5=Yinglet Nimbleness<!-- 1 --><br />
|description5=Your slight frame and small stature allow you to move through a battlefield with ease. You can move through the space of any creature that is of a size larger than yours.<br />
|languages=You can speak, read, and write Common. You have a speech impediment that prevents you from pronouncing any "th" sounds. Such sounds must be substituted with an appropriate replacement, such as "z", "t", or "d".<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yinglet<br />
|feet=2<br />
|inches=8<br />
|heightmod=2d6<br />
|weight=28<br />
|weightmod=1<br />
}}<br />
<br />
===Optional Feature: Mutation===<br />
Yinglets are prone to genetic mutations. Optionally, you may choose from or roll on the table below for additional physical traits. These traits have no impact on gameplay, but may provide inspiration for role-playing scenarios.<br />
{| class="5e" style="text-align: left;"<br />
! d20 || Mutation<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 1 || Your ears are extremely large, each one about as large as your head.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Your eyes are unusually big, taking up the majority of your face.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 3 || Your shell tooth is sharp and jagged, resembling a poorly-sharpened dagger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Your shell tooth is bisected, similarly to a rabbit's front teeth.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 5 || Your ears are long and pointy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Your ears are short and more rounded.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 7 || You have a propensity to eat small, inedible objects, and your body can digest them.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Your tail is very long, extending a distance almost equivalent to your height behind your body.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 9 || Your fur is unusually luxurious and fluffy.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || You have a particularly large tail puff, even if male.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 11 || You digest food very quickly, and as a result almost always feel hungry.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Your irises form a very strange pattern that seems to move when other people look at it.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 13 || You have webbed fingers and toes.<br />
|-class="{{Odd-Even|{{"var:odd}}}}"<br />
| 14 || Your snout is unusually long.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 15 || Your snout is short and rounded.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Your tongue is extra-long, curled up in the extra space in your mouth and able to extend almost double the length of your snout.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 17 || Regardless of how much you drink, you cannot get drunk or suffer any negative effects from alcohol.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || You have four rows of four back teeth instead of four back teeth total.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 19 || Your fingers have one extra joint, allowing for the same level of articulation as {{5e|Human}} fingers.<br />
|-class="{{Odd-Even|{{var#:odd}}}}"<br />
| 20 || You have 1d4 extra fingers/toes distributed evenly between your hands and feet.<br />
|}<br />
<br />
===Optional Rule: Sleep Deprivation===<br />
Due to the unusual sleep schedule of the yinglets, the default rules for sleep deprivation<ref>D&D 5e XGtE pp.78</ref> aren't realistic. For DMs using these rules, use the following rules for the yinglets instead:<br/><br />
Whenever you end a 12-hour period without sleeping, you must succeed on a DC 10 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}}. It becomes harder to to fight off {{5c|Exhaustion}} if you stay awake for longer. After the first 12 hours, the DC increases by 5 for each consecutive 12-hour period you stay up. The DC resets to 10 if you sleep.<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=ValSalia|franchise=Out-of-Placers}}<br />
[[Category:Derivative Work]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Yinglet_(5e_Race)&diff=1243235Yinglet (5e Race)2019-11-22T06:02:11Z<p>Papa slow-ying: better wording under sleep deprivation</p>
<hr />
<div>==Yinglet==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:50%;float:right"><br />
{{5e Image|float:right|https://pre00.deviantart.net/7ada/th/pre/f/2017/089/8/2/yingletv2_by_momosukida-db43ux5.jpg|A male yinglet fishing for fresh clams. [https://momosukida.deviantart.com/art/Secret-Fishing-Spot-672026441 Source].}}</div><br />
Thin, lanky, lithe, and small, the yinglets resemble a cross between a shorebird and a rat. Their entire bodies are covered in brown, black, gray, or white mid-length fur, save for their forelegs (and occasionally forearms), which more closely resemble the forelegs of a shorebird: stilt-like, bony in texture, and black in coloration. They may or may not possess locks of {{5e|Human}}-like hair on their heads. Their heads have the basic structure of a reptile; they possess large, bat-like ears on the sides of their heads, and they have whisker-like protrusions from their eyebrows. Their tails are also reptile-like, with females (and a few more feminine males) having a tuft of ornamental fur on the tip of the tail. Most yinglets have nine teeth: a single large, pointed "shelltooth" in the front of their mouths to crack open the shells of mollusk species, and four pairs of smaller, pointed teeth closer to the back of their mouths to prevent live prey from escaping. This unfortunate tooth arrangement prevents them from pronouncing "th" sounds. Their eyes are cat-like, with a colored sclera and black slits for irises. The color of the sclera can vary drastically, but is most commonly some shade of yellow. Their hands and feet are very similar in structure: they both have three single-jointed, clawed fingers and a single clawed opposable thumb, with pads similar to a cat or dog on the palm and the tip of each digit.<br />
<br />
===Internal Biology===<br />
Yinglets have a drastically different internal biology from most other humanoid races. Notably, they are unable to digest bread and other dry foods (such as nuts, corn, or rice). In addition, their internal clocks run much faster than {{5e|Human|humans}}: they sleep for an hour for every five hours spent awake, rather than eight hours for every sixteen. Their main food source is mollusk meat, such as clams, oysters, and slugs. They experience a brief euphoric feeling upon eating such foods, and with enough mollusk meat at one time they can become intoxicated for hours on end. Coupled with their emotional maturity, which is roughly comparable with that of a {{5e|Human}} in early-to-mid-adolescence, their affinity for mollusks forms an unfortunate combination.<br />
<br />
===History===<br />
The history of the yinglets is short but eventful. The yinglets originated from humid swampland filled with poisonous plants, much later than any of the other races. There they squabbled with each other briefly for small gains of territory until eventually being united by a single male yinglet of great intelligence and ability. His efforts established the enclave system, and by extension yinglet society as a whole. The yinglets never developed a language of their own, instead adopting the {{5e|Human|humans'}} language of Common. Similarly, they've never developed any technology of their own, resorting to scavenging and stealing from {{5e|Human}} society.<br />
<br />
===Society===<br />
Yinglet society is stratified into "enclaves", essentially tribes of yinglets ruled by a matriarch and an array of patriarchs. Being a relatively young race compared to {{5e|Human|humans}}, yinglets have few skills, and are reliant on scavenging to survive. They also have a gender ratio of about six males to one female, so females are highly coveted by yinglet society. It is rare for most male yinglets to even get a chance to see a female yinglet outside of the secret inner chambers of an enclave. Among other races, yinglets are seen as pesky vermin by most, and often occupy the lower classes of society.<br />
<br />
===Yinglet Names===<br />
Yinglet names are often random sounds with little meaning, or names borrowed from other races.<br />
<br />
'''Male:''' Beizel, Chakki, Figgins, Kattajak, Lopin, Mori'rai, Narklet, Poak, Simman, Zance, Zavvat, Zheodore, Zot, Zozzy<br/><br />
'''Female:''' Beatrix, Feeeena, Lippie, Ickney, Pekkit, Sesra, Teressa, Vesaria, Vizlet, Zebalabela, Zally, Zulie<br />
<br />
===Yinglet Traits===<br />
{{5e Racial Traits<br />
|summary=A race of diminutive rodent-like creatures.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age=Yinglets mature at six times the rate of {{5e|Human|humans}}, reaching adulthood at age 3. They live to be about 30 years old.<br />
|alignment=Due to the rigid enclave system, most yinglets tend to be lawful.<br />
|size=Yinglets range from just under 3 feet tall to just under 4 feet tall, and weigh on average about 35 pounds. Your size is Small.<br />
|speed=Your base walking speed is 30 feet.<!-- 0.5--><br />
|trait1={{5E|Darkvision}}<!-- 1 --><br />
|description1=Used to the dim light of dank, fetid swamps, you can see in dim light as if it were bright light out to a range of 60 feet, and in darkness as if it were dim light. You can't perceive color in darkness, only shades of gray.<br />
|trait2=Scavenger<!-- 1 --><br />
|description2=Coming from a society built on scavenging, you are proficient in the {{5c|Survival}} skill.<br />
|trait3=Slim Build<!-- 0 --><br />
|description3= You count as one size smaller for the purposes of determining your carrying capacity and the amount you can push, drag, and lift.<br />
|trait4=Yinglet Biology<!-- 1 --><br />
|description4=Used to a swamp environment rife with toxic plants, you have {{5e|Advantage}} on saving throws against poisons, and you have resistance against poison damage. However, you are also unable to digest bread or other similarly dry foods. Upon doing so, you must succeed on a DC 17 {{5a|con}} saving throw or vomit.<br />
|trait5=Yinglet Nimbleness<!-- 1 --><br />
|description5=Your slight frame and small stature allow you to move through a battlefield with ease. You can move through the space of any creature that is of a size larger than yours.<br />
|languages=You can speak, read, and write Common. You have a speech impediment that prevents you from pronouncing any "th" sounds. Such sounds must be substituted with an appropriate replacement, such as "z", "t", or "d".<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yinglet<br />
|feet=2<br />
|inches=8<br />
|heightmod=2d6<br />
|weight=28<br />
|weightmod=1<br />
}}<br />
<br />
===Optional Feature: Mutation===<br />
Yinglets are prone to genetic mutations. Optionally, you may choose from or roll on the table below for additional physical traits. These traits have no impact on gameplay, but may provide inspiration for role-playing scenarios.<br />
{| class="5e" style="text-align: left;"<br />
! d20 || Mutation<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 1 || Your ears are extremely large, each one about as large as your head.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Your eyes are unusually big, taking up the majority of your face.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 3 || Your shell tooth is sharp and jagged, resembling a poorly-sharpened dagger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Your shell tooth is bisected, similarly to a rabbit's front teeth.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 5 || Your ears are long and pointy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Your ears are short and more rounded.<br />
|- class="{{Odd-Even|{{#var:even}}}}"<br />
| 7 || You have a propensity to eat small, inedible objects, and your body can digest them.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Your tail is very long, extending a distance almost equivalent to your height behind your body.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 9 || Your fur is unusually luxurious and fluffy.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || You have a particularly large tail puff, even if male.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 11 || You digest food very quickly, and as a result almost always feel hungry.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Your irises form a very strange pattern that seems to move when other people look at it.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 13 || You have webbed fingers and toes.<br />
|-class="{{Odd-Even|{{"var:odd}}}}"<br />
| 14 || Your snout is unusually long.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 15 || Your snout is short and rounded.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Your tongue is extra-long, curled up in the extra space in your mouth and able to extend almost double the length of your snout.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 17 || Regardless of how much you drink, you cannot get drunk or suffer any negative effects from alcohol.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || You have four rows of four back teeth instead of four back teeth total.<br />
|-class="{{Odd-Even|{{#var:even}}}}"<br />
| 19 || Your fingers have one extra joint, allowing for the same level of articulation as {{5e|Human}} fingers.<br />
|-class="{{Odd-Even|{{var#:odd}}}}"<br />
| 20 || You have 1d4 extra fingers/toes distributed evenly between your hands and feet.<br />
|}<br />
<br />
===Optional Rule: Sleep Deprivation===<br />
Due to the unusual sleep schedule of the yinglets, the default rules for sleep deprivation<ref>D&D 5e XGtE pp.78</ref> aren't realistic. For DMs using these rules, use the following rules for the yinglets instead:<br/><br />
Whenever you end a 12-hour period without sleeping, you must succeed on a DC 10 {{5a|con}} saving throw or suffer one level of {{5c|Exhaustion}}. It becomes harder to to fight off {{5c|Exhaustion}} if you stay awake for longer. After the first 12 hours, the DC increases by 5 for each consecutive 12-hour period you stay up. The DC resets to 10 if you sleep.<br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=ValSalia|franchise=Out-of-Placers}}<br />
[[Category:Derivative Work]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1204428Skill Ranks (5e Variant Rule)2019-08-16T02:29:51Z<p>Papa slow-ying: added a clarification</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, spellcasting, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202749Skill Ranks (5e Variant Rule)2019-08-11T23:59:41Z<p>Papa slow-ying: class skills for dummies</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), 3 new class skills (for this example, thieves' tools, disguise kit, and poisoner's kit), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202670Skill Ranks (5e Variant Rule)2019-08-11T20:57:06Z<p>Papa slow-ying: added the DM section</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + background modifier) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + background modifier) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + background modifier) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + background modifier) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
=== The New Role of Proficiency Bonus ===<br />
Proficiency bonus is now only used for attack rolls, saving throws, and features that allow you to add your proficiency bonus without being proficient (exception: jack of all trades never allows you to add your proficiency bonus, see above), such as the {{5e|Dwarf|dwarves'}} stonecunning trait. The proficiency system is still used for weapons, armor (including shields), and saving throws.<br />
<br />
=== For DMs: Converting the Rules and Building NPCs ===<br />
To convert any class to this system, simply take the total number of skill and tool proficiencies that class receives, and then use that as the base number that class receives. The skill and tool proficiencies that the class would normally receive become class skills. Some DM discretion should be applied: no class should have more base skill ranks than the rogue. As an example, when blindly applying this system with no discretion, the bard's base number would end up being 6! (3 skill proficiencies + 3 musical instrument proficiencies). On top of receiving their base allotment of skill ranks, every character is also entitled to add their {{5a|int}} and background modifier (as detailed above), and every character receives double their normal skill ranks at 1st level. To convert any background to this system, follow the same procedure for class: take the number of skill and tool proficiencies, tally them together, and then that becomes the background's skill rank bonus. Just as with classes, any proficiencies the background normally grants become bonus class skills.<br/><br />
Building NPCs using this system functions just like building PCs; however, use the NPC's challenge rating as their level when calculating how many skill ranks they should receive.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202655Skill Ranks (5e Variant Rule)2019-08-11T20:07:02Z<p>Papa slow-ying: fixed an error</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5e|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202654Skill Ranks (5e Variant Rule)2019-08-11T20:05:54Z<p>Papa slow-ying: removed a word that might make things confusing</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5a|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202653Skill Ranks (5e Variant Rule)2019-08-11T20:05:16Z<p>Papa slow-ying: fixed some funky grammar</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5a|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you generally use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1. At subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202652Skill Ranks (5e Variant Rule)2019-08-11T20:04:03Z<p>Papa slow-ying: added multiclassing info</p>
<hr />
<div>== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. Artisan's tools and musical instruments are treated as a single, overarching class skill. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a {{5a|Bard}} reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the {{5e|Bard|bard's}} jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The {{5e|Rogue|rogue's}} reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 4 ranks in. The {{5e|Bard|bard's}} and {{5e|Rogue|rogue's}} expertise class feature restricts you to selecting skills that you have at least 1 rank in. As follows the normal rules for doubling skill ranks (detailed above), expertise doubles the bonus granted by skill ranks (each rank in a class skill becomes a +2 bonus, and each rank in a cross-class skill becomes a +1 bonus).<br />
<br />
=== Multiclassing ===<br />
Multiclassing normally doesn't grant you additional skill ranks or class skills. The skill ranks you gain at 1st, 5th, 9th, 13th, and 17th levels are tied to the class you chose at 1st level, that is, you generally use the formula granted by the class you chose at 1st level, even if you select a class that has a better skill rank formula at one of the levels where you gain skill ranks (5th, 9th, 13th, and so on). There are a few exceptions to this: classes whose multiclassing proficiencies include skills and tools from the class's skill list. These are treated like gaining the skill or tool proficiency from a class feature, feat, or racial trait (as detailed above): You instead gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1, at subsequent levels where you gain skill ranks (not the level where you took the feature), you gain a +1 bonus to skill ranks, and the skill that you normally would have gained becomes a class skill for you. All of this is shown on the table below.<br />
{| class="5e" style="text-align: left;" <br />
|+Multiclassing Proficiencies, Skill Ranks, and Class Skills<br />
! Class !! Proficiencies Gained !! Skill Rank Bonus !! Class Skills Gained <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Barbarian || Shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Bard || Light armor || +2 || One skill of your choice and musical instruments <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Cleric || Light armor, medium armor, and shields || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Druid || Light armor, medium armor, and shields (druids will not wear armor or use shields made of metal) || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Fighter || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Monk || Simple weapons, shortswords || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Paladin || Light armor, medium armor, shields, simple weapons, and martial weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Ranger || Light armor, medium armor, shields, simple weapons, and martial weapons || +1 || One skill from the class's skill list <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Rogue || Light armor || +2 || One skill from the class's skill list and thieves' tools <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Sorcerer || &mdash; || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Warlock || Light armor and simple weapons || &mdash; || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Wizard || &mdash; || &mdash; || &mdash; <br />
|-<br />
| class="notes" colspan="4" |<br />
#The skill rank bonus only applies to levels where you receive skill ranks after the level that you multiclass into any given class (5th, 9th, 13th, and 17th, not including the level where you multiclass into the class). Instead, as soon as you multiclass into the class, you gain a number of skill ranks equal to one-quarter of your level, rounded up, + 1 for each skill or tool proficiency that the class would grant you.<br />
|}<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202536Skill Ranks (5e Variant Rule)2019-08-11T10:24:02Z<p>Papa slow-ying: ACTUALLY actually fixed the breadcrumb</p>
<hr />
<div>{{stub|Incomplete. Needs info on multiclassing.}}<br />
<br />
== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a bard reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the bard's jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The rogue's reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 1 rank in.<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202535Skill Ranks (5e Variant Rule)2019-08-11T10:22:55Z<p>Papa slow-ying: ACTUALLY fixed it</p>
<hr />
<div>{{stub|Incomplete. Needs info on multiclassing.}}<br />
<br />
== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a bard reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the bard's jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The rogue's reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 1 rank in.<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]<br />
[[Skill Ranks (5e Variant Rule)]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202534Skill Ranks (5e Variant Rule)2019-08-11T10:22:34Z<p>Papa slow-ying: fixed the breadcrumb</p>
<hr />
<div>{{stub|Incomplete. Needs info on multiclassing.}}<br />
<br />
== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a bard reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the bard's jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The rogue's reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 1 rank in.<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]<br />
[[Skill Ranks (5e Variant Rule]]</div>Papa slow-yinghttps://www.dandwiki.com/w/index.php?title=Skill_Ranks_(5e_Variant_Rule)&diff=1202533Skill Ranks (5e Variant Rule)2019-08-11T10:21:37Z<p>Papa slow-ying: addressed problem class features</p>
<hr />
<div>{{stub|Incomplete. Needs info on multiclassing.}}<br />
<br />
== Skill Ranks ==<br />
<br />
=== Introduction ===<br />
Players of 3rd edition or its younger cousin Pathfinder will look at the name of this page and immediately recognize what this variant rule entails. This variant rule replaces 5th edition's stock proficiency bonus-based skill system with a rebalanced variant of 3rd edition's skill system. Not only is it more realistic and versatile, it also encourages players who aren't playing {{5a|int}}-based caster classes to more carefully consider their options before relegating {{5a|int}} to a dump stat.<br />
<br />
=== Skill Ranks, Class Skills, and Cross-Class Skills ===<br />
Instead of receiving a number of skill and tool proficiencies at 1st level, you receive a number of skill ranks based on your class, background, and {{5a|int}} modifier (as shown on the table below). You receive additional skill ranks at 5th, 9th, 13th, and 17th levels. At 1st level, you also always receive double the number of skill ranks you would receive at later levels. Skill ranks are spent like points on skills and tools, with each skill rank invested in a skill providing a +1 bonus on checks made with that skill (in addition to any bonuses from relevant ability scores and any other miscellaneous sources). You cannot have more skill ranks in a skill than one-quarter of your level, rounded up, + 1. For example, a 1st-level character can have a maximum of 2 skill ranks in any given skill (1/4, rounded up, + 1 = 2). In addition to receiving skill ranks, you also have a list of class skills and tools (once again based on your class and listed below). Any skill or tool that doesn't appear on a you class skill list is considered a cross-class skill for you. Cross-class skills represent skills and tools that fall outside of a class's area of expertise. Each skill rank invested in a cross-class skill only increases the bonus to checks made with that skill by +½. Any bonus that isn't a whole number is rounded down to the nearest whole number (conforming with the normal rules for rounding). If a modifier would reduce the number of skill ranks you receive to 0 or lower, you still receive 1 skill rank. The one exception to this rule is for skill ranks gained at 1st level, where you receive a minimum of 2 skill ranks.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+Skill Ranks Based on Class<br />
! Class !! Skill Ranks at 1st Level !! Skill Ranks at 5th, 9th, 13th, and 17th levels <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Barbarian || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bard || 2 × (4 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 4 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cleric || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Druid || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fighter || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Monk || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Paladin || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ranger || 2 × (3 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 3 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rogue || 2 × (5 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 5 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sorcerer || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Warlock || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wizard || 2 × (2 + {{5e|Intelligence|Int}} + miscellaneous modifiers) || 2 + {{5e|Intelligence|Int}} + miscellaneous modifiers<br />
|-<br />
| class="notes" colspan="3" |<br />
#The levels in the table are character level, not class level.<br />
#Miscellaneous modifiers include any modifiers due to background, race, and other sources.<br />
|}<br />
<br />
==== Class Skills by Class ====<br />
The following are the class skills for each character class.<br/><br />
'''Barbarian:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Bard:''' All skills and musical instruments<br/><br />
'''Cleric:''' {{5s|History}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Druid:''' {{5s|Arcana}}, {{5s|Animal Handling}}, {{5s|Insight}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Religion}}, {{5s|Survival}}, and herbalism kit<br/><br />
'''Fighter:''' {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br/><br />
'''Monk:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Religion}}, {{5s|Stealth}}, artisan's tools, and musical instruments<br/><br />
'''Paladin:''' {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Ranger:''' {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}<br/><br />
'''Rogue:''' {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Sleight of Hand}}, {{5s|Stealth}}, and thieves' tools<br/><br />
'''Sorcerer:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Persuasion}}, and {{5s|Religion}}<br/><br />
'''Warlock:''' {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br/><br />
'''Wizard:''' {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br/><br />
<br />
=== Backgrounds ===<br />
All backgrounds give you additional class skills (and tools), as well as a bonus to the skill ranks gained at 1st and subsequent levels (all instead of granting skill and tool proficiencies). Just like the ranks gained from class, high {{5a|int}}, race, and any other modifiers, the ranks gained from background are added together with the class and {{5a|int}} bonus before being multiplied at 1st level. Backgrounds still grant additional language proficiencies and equipment as normal.<br />
{| class="5e" style="text-align: left;"<br />
|+ Background Class Skills and Skill Rank Bonuses<br />
! Background !! Class Skills !! Bonus Skill Ranks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Acolyte || {{5s|Insight}} and {{5s|Religion}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Charlatan || {{5s|Deception}}, {{5s|Sleight of Hand}}, disguise kit, and forgery kit || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Criminal || {{5s|Deception}}, {{5s|Stealth}}, gaming sets, and thieves' tools || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Entertainer || {{5s|Acrobatics}}, {{5s|Performance}}, disguise kit, and musical instruments || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Folk Hero || {{5s|Animal Handling}}, {{5s|Survival}}, artisan's tools, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guild Artisan || {{5s|Insight}}, {{5s|Persuasion}}, and artisan's tools || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hermit || {{5s|Medicine}}, {{5s|Religion}}, and herbalism kit || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Noble || {{5s|History}}, {{5s|Persuasion}}, and gaming sets || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Outlander || {{5s|Athletics}}, {{5s|Survival}}, and musical instruments || +3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sage || {{5s|Arcana}} and {{5s|History}} || +2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sailor || {{5s|Athletics}}, {{5s|Perception}}, navigator's tools, and water vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Soldier || {{5s|Athletics}}, {{5s|Intimidation}}, gaming sets, and land vehicles || +4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Urchin || {{5s|Sleight of Hand}}, {{5s|Stealth}}, disguise kit, and thieves' tools || +4 <br />
|-<br />
| class="notes" colspan="3" |<br />
#Just like the class and {{5a|int}} bonus, the bonuses based on background are doubled at 1st level.<br />
|}<br />
<br />
=== Gaining Skill Ranks from Other Sources ===<br />
If a racial trait, class feature, feat, or other source would grant you a skill or tool proficiency, it instead grants you bonus skill ranks and a class skill. You immediately gain skill ranks equal to one-quarter of your level, rounded up, + 1, and at subsequent levels where you naturally gain skill ranks (5th, 9th, 13th, and 17th, not including the level where you gain the feature or feat), you gain one additional skill rank. In addition, you add a new skill or tool to your class skill list. If the feature specifies a certain skill or tool, you add that one to your list, otherwise, you can choose which skill or tool to add. If the feature grants you more than one skill or tool, you gain bonus skill ranks for each one of those skills. As an example, if a bard reaches 3rd level and chooses college of lore for their bardic college, they would normally gain three bonus skill proficiencies. Under this variant rule, they would instead gain 6 skill ranks (3/4 rounded up + 1 = 2 for 3 skills), and at 5th, 9th, 13th, and 17th levels, they would gain 3 additional skill ranks.<br />
<br />
=== Doubling Skill Ranks ===<br />
If a feature calls for you to double your proficiency bonus for an ability check, such as the rogues' expertise, instead double the bonus granted by your skill ranks for that check. If the feature grants you double your proficiency bonus for a specific use of a skill without actually granting you proficiency, such as the {{5e|Dwarf|dwarves'}} stonecunning trait, you instead gain a bonus to the check equal to double your proficiency bonus, as per the normal rule. This bonus does not stack with your bonus from skill ranks.<br />
<br />
=== Other Class Features ===<br />
Instead of doing what it normally does, the bard's jack of all trades class feature grants you a +1 bonus to ability checks, which increases to a +2 bonus at 11th level and does not stack with the bonus provided by skill ranks. The rogue's reliable talent feature allows you to treat d20 rolls of 9 or lower as 10s for skills that you have at least 1 rank in.<br />
<br />
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{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]<br />
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