SKILLS & KNACKS


HOUSE RULES




KNACKS

Knacks are specializations for proficiencies. This rule aims to bring more personality, variety, and granularity to the 5e Skill system, and also act as a guideline in RP scenarios.

Players should review their skill list and choose an adjective or descriptive focus for each skill they are proficient with.

This rule is not intended to narrow your skill range or penalize you. You retain your normal proficiency for general tasks under that skill umbrella.

The KNACK descriptor serves to characterize your skill base a bit more. This will also serve as texture to suggest how you manifest that particular skill, or what you are especially good at. 

A KNACK tells us what kind of Deception techniques you prefer, what kind of Performance you have a gift for, or which types of animals you have experience handling, etc... 

These will confer circumstantial benefits as per DM caprice. This may include Advantage on certain roles, improved DC, or conveying more Knack-specific detail than normal on a knowledge check.

Examples:
  • Arcana: magical sensitivity / book-learning / cryptography / dark arts...
  • Athletics: swimming / climbing / formal sports / labourer...
  • Acrobatics: parkour / clownish capering / balance...
  • Deception: resist interrogation (stonewalling) / tall-tales / con artist / bureaucracy...
  • Intimidation: bluster / covert threats / ridicule / unsettling presence
  • Perception: eavesdropping / keen nose / eagle-eyes / forests / cities...
  • Stealth: wilderness / urban / social blending / camouflage (objects, places)
  • Sleight of Hand: cheating / magic tricks / hidden weapons
Use your imagination and find something that fits your character in particular. 

Please try not to exploit this too much. ;)