Each character has a special ability and if you'd like to use an optional rule, they can have multiple special abilities. For example, a cleric ability could be to turn undead. A pilot ability could be an expert navigator. Connecting a special ability to a skill allows characters to make their special ability even more powerful as they advance the skill associated with it.
Some games have Role and Species special abilities as well. See the various hacks available in the downloads section.
If you don't see a special ability you're looking for here, use one of the following as an example and create your own.
Alert: You roll initiative and saves vs. being surprised with advantage.
Brawler/Martial Artist: When fighting unarmed, you do +1 damage.
Connected: You know people who know people who know things. You roll with advantage when determining someone who knows things.
Dual Wielder: You can wield 2 light melee weapons at once. Once per round, you can counter attack with disadvantage when an enemy misses.
Expert Tracker: Tests to track a person, creature, or animal in the wilderness succeed when a Check die lands on a 4, 5 or 6.
Fast Fingers: Roll +1 Skill die to steal, pick-pocket, or do sleight-of-hand.
Fast Talker: Attempts to con or bribe someone succeed when a Check die lands on a 4, 5 or 6.
Fixer: Good at fixing things. Repair skill checks succeed when a Check die lands on a 4, 5 or 6.
Gambler: You roll +1 Skill die when betting or playing games for money.
In Charge: A successful Command check causes the targets of the command to save with disadvantage when testing to see if they follow the command.
Marksman: Take one action to prepare the shot. The next shot succeeds when a Check die lands on a 4, 5 or 6.
Seeker of Truth: Rolls to intimidate to extract factual information from another succeed when a Check die lands on a 4, 5 or 6.
Survivor: Roll +1 Skill die when using the Survival skill to forage for food, search for water, seek or create shelter in the wild.
Tactical Fighter: Take one action to study the enemy. The next attack action succeeds when a Check die lands on a 4, 5 or 6.