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Ability Check Proficiency
This isn't really a house rule, it's a variant rule from the DMG. But I'll write down my explanation of how it works.
You can choose two categories of ability check to be proficient in; one is from your background (and you can choose it freely from the six abilities and come up with a way that it makes sense that a baker is good at charisma or whatever).
The other is from your class:
| Class | Ability |
|---|---|
| Barbarian | Strength, Dexterity, or Wisdom |
| Bard | Any |
| Cleric | Intelligence, Wisdom, or Charisma |
| Druid | Intelligence or Wisdom |
| Fighter | Strength, Dexterity or Wisdom |
| Monk | Strength, Dexterity or Intelligence |
| Paladin | Strength, Wisdom or Charisma |
| Ranger | Strength, Dexterity or Wisdom |
| Rogue | Dexterity, Intelligence, Wisdom or Charisma |
| Sorcerer | Intelligence or Charisma |
| Warlock | Intelligence or Charisma |
| Wizard | Intelligence or Wisdom |
Pro tip! In my five years playing this game so far we've never rolled a Charisma ability check or Constitution ability check. Those are great for saving throws but not for ability checks. The other four abilities are used more often so I recommend that you chose them. It's up to you of course! They're not completely useless: the downtime rules do use those ability checks.
