Intelligence Skills Redesigned

Has it been four sessions since you last asked for a History check? Do you find it hard for Intelligence-based characters to contribute out of combat? This redesign aims to make the Intelligence skills, and, by extension, the Intelligence ability, more useful and more conducive to reloplaying scenarios.

Overview

Replace the following skills

Survival (Wisdom)

Arcana (Intelligence)

History (Intelligence)

Nature (Intelligence)

Religion (Intelligence)

With the following

Area Knowledge (Intelligence)

Craftsmanship (Intelligence)

Lore (Intelligence)

Survival (Intelligence)

Skills

Area Knowledge

Intelligence (Area Knowledge) checks measure your knowledge of local geography, recent history, current affairs, and useful contacts. An Intelligence (Area Knowledge) check might be called for if you want to find a reliable fence, know the safest road through the north mountains, or choose an alleyway to run where it will be hard for horses to follow you. You may lose proficiency in this skill if in unfamiliar environs.

Craftsmanship

Intelligence (Craftsmanship) checks measure your knowledge of all things built, designed, or produced, as well as how to build, design, or produce them. Checks to identify load-bearing walls, design siege engines, or repair a wagon would all fall under this skill. Checks to actually make objects use your tool proficiencies instead.

Lore

Intelligence (Lore) checks measure your knowledge of ancient history, religious custom and scripture, spells, the planes, magical creatures, and magical items. Anything you might primarily learn through a book instead of practical experience is covered under Lore. Bear in mind that mortal knowledge is limited, and no check will let you know something that has never been written down.

Survival

Intelligence (Survival) checks measure your knowledge of wild plants and animals, as well as your ability to make camp in a natural environment. This skill also includes checks to find water, food, or shelter, cover your tracks, or gather wild plants. Following tracks is a Wisdom (Perception) check.

Skill Lists

Classes

Barbarian: Choose two skills from Animal Handling, Athletics, Intimidation, Perception, and Survival

Choose two skills from Animal Handling, Athletics, Intimidation, Perception, and Survival Bard: Any three skills

Any three skills Cleric: Choose two skills from Insight, Investigation, Medicine, Lore, and Persuasion

Choose two skills from Insight, Investigation, Medicine, Lore, and Persuasion Druid: Choose two skills from Animal Handling, Craftsmanship, Insight, Lore, Medicine, Perception, and Survival

Choose two skills from Animal Handling, Craftsmanship, Insight, Lore, Medicine, Perception, and Survival Fighter: Choose two skills from Acrobatics, Animal Handling, Area Knowledge, Athletics, Craftsmanship, Insight, Intimidation, Perception, and Survival

Choose two skills from Acrobatics, Animal Handling, Area Knowledge, Athletics, Craftsmanship, Insight, Intimidation, Perception, and Survival Monk: Choose two skills from Acrobatics, Athletics, Craftsmanship, Insight, Lore, and Stealth

Choose two skills from Acrobatics, Athletics, Craftsmanship, Insight, Lore, and Stealth Paladin: Choose two skills from Athletics, Insight, Intimidation, Lore, Medicine, and Persuasion

Choose two skills from Athletics, Insight, Intimidation, Lore, Medicine, and Persuasion Ranger: Choose three skills from Animal Handling, Athletics, Craftsmanship, Insight, Investigation, Perception, Stealth, and Survival

Choose three skills from Animal Handling, Athletics, Craftsmanship, Insight, Investigation, Perception, Stealth, and Survival Rogue: Choose four skills from Acrobatics, Area Knowledge, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Choose four skills from Acrobatics, Area Knowledge, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Sorcerer: Choose two from Deception, Insight, Intimidation, Lore, and Persuasion

Choose two from Deception, Insight, Intimidation, Lore, and Persuasion Warlock: Choose two from Area Knowledge, Craftsmanship, Deception, Intimidation, Investigation, and Lore

Choose two from Area Knowledge, Craftsmanship, Deception, Intimidation, Investigation, and Lore Wizard: Choose two from Craftsmanship, Insight, Investigation, Lore, and Medicine

Backgrounds

Acolyte: Insight, Lore

Insight, Lore Charlatan: Deception, Sleight of Hand

Deception, Sleight of Hand Criminal: Area Knowledge, Deception

Area Knowledge, Deception Entertainer: Acrobatics, Performance

Acrobatics, Performance Folk Hero: Area Knowledge, Persuasion

Area Knowledge, Persuasion Guild Artisan: Craftsmanship, Insight

Craftsmanship, Insight Hermit: Medicine, Perception

Medicine, Perception Noble: Persuasion, Lore

Persuasion, Lore Outlander: Animal Handling, Survival

Animal Handling, Survival Sage: Investigation, Lore

Investigation, Lore Sailor: Athletics, Perception

Athletics, Perception Soldier: Athletics, Intimidation

Athletics, Intimidation Urchin: Area Knowledge, Stealth