Alternate Skills and Attributes
Unless otherwise noted, all Constitution Saves and Checks are now based on Strength. Check Concentration and Opportunity Attacks for new Concentration rules.
Attributes
A short description of each attribute. The word in parenthesis is an alternate name for the attribute that gives a better idea of what it represents. When you increase an Attribute to 13 and each odd number after that, you can gain Proficiency in one skill that is based on that Attribute. Starting at 19 (or if you are proficient in all skills of that Attribute), you can gain an Expertise instead.Strength (Physique)
Represents physical strength and toughness.Dexterity (Precision)
Represents precision of movement.Intelligence (Memory)
Represents ability to comprehend and recall information.Wisdom (Instinct)
Represents ability to instinctually comprehend surroundings.Charisma (Presence)
Represents force of personality and strength of will.Skills
Saves
Saves have been replaced with whatever skill is most appropriate. Usually they are replaced by the following:- Strength: Lift
- Dexterity: Dodge
- Intelligence: Focus
- Wisdom: Insignt
- Charisma: Presence
Strength
- Parkour
- Swim
- Climb
- Lift
Dexterity
- Sleight of Hand
- Stealth
- Dodge
- Balance
- Fly
Intelligence
- Arcana
- Criminal
- History
- Religion
- Nature
- Nobility
- Dungeoneering
- Engineering
- Investigation
- Linguistics
- Planes
- Focus
Wisdom
- Animal Handling
- Insight
- Medicine
- Survival
- Perception
- Drive
Charisma
- Deception
- Intimidation
- Persuasion
- Presence
Skill Categories
When you pick one of these skills, you must pick a subcategory to have proficiency in. The subcategory you pick will determine the relevant attribute. For example: Craft (Jewelry) is usually based on Dexterity, while Craft (Blacksmith) is usually based on Wisdom.- Profession
- Crafting
- Performance