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  miscellaneous | Optional Rule: Adventurer’s Expertise
  Optional Rule: 
  Adventurer’s Expertise
  D&D 5e does a lot to simplify and streamline the 
  game in an effort to make the game as accessible as 
  possible. However, as some players have lamented, the 
  skill / tool kit proficiency mechanic can lead to odd 
  situations where characters who should have some 
  special expertise in a field are no better at a given skill 
  that someone who picked it up for any other reason. 
  For example, a wizard is just as proficient in Arcana 
  as a character who gained the skill because they have 
  the Sage background. With the Adventurer’s Expertise 
  optional rule, each character has a special expertise in a 
  skill or tool proficiency that sets them apart from those 
  with only a casual interest in their field.
  At 1st level, choose a proficiency you have that is 
  associated with either your class or your race. Your 
  proficiency bonus is doubled for any ability check you 
  make that uses that proficiency. All options listed below 
  can be found in the Player’s Handbook unless otherwise 
  noted.
  EE. Elemental Evil Player’s Companion.
  SV. Sterling Vermin Adventuring Co. with link to DM’s 
  Guild.
  VG. Volo’s Guide to Monsters.
  Athletics or Intimidation
  Performance, Persuasion, or a musical 
  instrument tool proficiency
  Medicine or Religion
  Animal Handling, Medicine, or Nature
  Acrobatics or Athletics
  Investigation or a skill you are proficient with 
  as a result of your Eldritch Society
  Acrobatics or Perception
  Persuasion or Religion
  Athletics or Intimidation
  Animal Handling, Perception, Stealth, or 
  Survival
  Any Rogue skill or Thieves’ tools
  Arcana or Insight
  Deception or Intimidation
  Arcana, History, or Investigation
  Barbarian
  Bard
  Cleric
  Druid
  Fighter
  MagusSV
  Monk
  Paladin
  PugilistSV
  Ranger
  Rogue
  Sorcerer
  Warlock
  Wizard
  Classes adventurer’s expertise
          Class            Proficiency
  History or an artisan’s tool kit
  Arcana, Nature, or Perception
  Insight or Sleight of Hand
  Any one skill or tool proficiency gained by 
  your background
  Acrobatics or Perception
  Intimidation or Religion
  Animal Handling or a skill proficiency you 
  gained with the Natural Talent Breed Trait
  Deception, Intimidation, or Stealth
  History or Intimidation
  Animal Handling, Nature, or Stealth
  Nature or Stealth (Wind), Athletics (Earth), 
  Intimidation (Fire), or Acrobatics (Water) 
  Arcana or Deception
  Athletics or Intimidation
  Insight or Persuasion
  Athletics or Intimidation
  Acrobatics, Deception, Stealth or Sleight of 
  Hand
  Animal Handling, Nature, Perception, 
  Stealth, or Survival
  Deception, Intimidation, or Persuasion
  History or Survival
  Acrobatics, Perception, or Stealth
  Deception or History
  Athletics or Persuasion
  Dwarf
  Elf
  Halfling
  Human
  AarockraEE
  AasimarVG 
  BeastfolkSV
  DhampirSV
  Dragonborn
  FirbolgVG
  GenasiEE
  Gnome
  GoliathVG
  Half-Elf
  Half-Orc
  KenkuVG
  LizardfolkVG
  PactbornSV
  SaurianSV
  TabaxiVG
  Tiefling
  TritonVG
  raCes adventurer’s expertise
            Race          Proficiency
  Optional Rule: Adventurer’s Expertise by
  Benjamin Huffman
  http://sterlingvermin.com/
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Benjamin Huffman/Adventurer’s Expertise.pdf