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Proficiency: Difference between revisions

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| {{Class|Warlock}} || x || - || - || -
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* x = proficient
* - = not proficient
* o = some subclasses are proficient


== Spellcasting Proficiency ==
== Spellcasting Proficiency ==

Revision as of 19:25, 25 October 2023

Proficiency.png

The Proficiency system is how the game determines whether to add a creature's Proficiency Bonus to a Die Roll. One can have Proficiency in Weapons, Armour, Shields, Spellcasting, Saving Throws, and Skills.

Weapon Proficiency

A creature can be proficient in entire categories of Weapons (Martial or Simple), or it can be proficient in specific weapon types such as Longswords, Longbows, etc. These proficiencies can be granted by the creature's Race, Class, or Feats chosen when leveling up.

When a creature is proficient in a wielded weapon, they add their Proficiency Bonus to Attack Rolls with that weapon. When the weapon is equipped in the main hand, it also enables special properties and actions of that weapon type, such as Tenacity, Piercing Strike, Flourish, Lacerate, Pommel Strike, and so on.

Weapon Proficiencies granted by Race and Class
Racial Weapon Proficiencies
Drow Rapiers Rapiers, Shortswords Shortswords, Hand Crossbows Hand Crossbows
Dwarf Battleaxes Battleaxes, Handaxes Handaxes, Light Hammers Light Hammers, Warhammers Warhammers
Elf Longswords Longswords, Shortswords Shortswords, Longbows Longbows, Shortbows Shortbows
Githyanki Greatswords Greatswords, Longswords Longswords, Shortswords Shortswords
Half-Elf, Human Pikes Pikes, Spears Spears, Halberds Halberds, Glaives Glaives
Class Weapon Proficiencies
Barbarian, Fighter, Paladin, Ranger Martial weapons, Simple weapons (In effect, all weapons except Improvised.)
Bard, Rogue Simple weapons, Hand Crossbows Hand Crossbows, Longswords Longswords, Rapiers Rapiers, Shortswords Shortswords
Cleric Simple weapons, Flails Flails, Morningstars Morningstars
Druid Clubs Clubs, Daggers Daggers, Javelins Javelins, Maces Maces, Quarterstaves Quarterstaves, Scimitars Scimitars, Sickles Sickles, Spears Spears
Monk Simple weapons, Shortswords Shortswords
Sorcerer, Wizard Daggers Daggers, Light Crossbows Light Crossbows, Quarterstaves Quarterstaves
Warlock Simple weapons

Armour Proficiency

Main page: Armour

A creature may have Proficiency in Light armour, Medium armour, and/or Heavy armour. Some Helmets, Gloves, and Boots also require Proficiency in a certain type of armour.

Wearing armour without Proficiency in that armour type will impose Disadvantage Icon.png Disadvantage on all of your Ability Checks, Saving Throws, and Attack Rolls, and prevent you from casting Spells.

Shield Proficiency

Main page: Shields

Shields are a piece of equipment wielded in the offhand weapon slot. Shield Proficiency typically comes paired with Medium armour Proficiency.

Wielding a shield without Proficiency in Shields will impose Disadvantage Icon.png Disadvantage on all of your Ability Checks, Saving Throws, and Attack Rolls, and prevent you from casting Spells.

Armor or Shield Proficiency by source

Armor and Shield Proficiency by Race and Class x = Base feature, - = Not available, o = Subclass feature
Race
Shield Dwarf Shield Dwarf x x - -
Githyanki Githyanki x x - -
Half-Elf Half-Elf x - - x
Human Human x - - x
Class
Barbarian Barbarian x x - x
Bard Bard x o - o
Cleric Cleric x x o x
Druid Druid x x - x
Fighter Fighter x x x x
Paladin Paladin x x x x
Ranger Ranger x x o x
Rogue Rogue x - - -
Warlock Warlock x - - -
  • x = proficient
  • - = not proficient
  • o = some subclasses are proficient

Spellcasting Proficiency

All creatures capable of spellcasting on the regular (i.e., without the use of magical items or scrolls) have proficiency in spellcasting. This means that the creature's Proficiency Bonus will be added to the Attack Rolls of spells, and to the Difficulty Class of Saving Throws imposed on others via spells. Although all spellcasters have it, the lack of spellcasting proficiency can nevertheless become apparent, when a creature not regularly capable of casting spells does so through the use of a magical item or scroll.

Saving Throw Proficiency

Having proficiency in a type of Saving Throw such as Strength Save, Dexterity Save, and so on, means that the creature making the save can add its Proficiency Bonus to the result. Each Class provides proficiency in two types of saving throw.


Saving Throw Proficiencies by Class
Barbarian Barbarian Bard Bard Cleric Cleric

Strength Strength

Constitution Constitution

Dexterity Dexterity

Charisma Charisma

Wisdom Wisdom

Charisma Charisma

Druid Druid Fighter Fighter Monk Monk

Intelligence Intelligence

Wisdom Wisdom

Strength Strength

Constitution Constitution

Strength Strength

Dexterity Dexterity

Paladin Paladin Ranger Ranger Rogue Rogue

Wisdom Wisdom

Charisma Charisma

Strength Strength

Dexterity Dexterity

Dexterity Dexterity

Intelligence Intelligence

Sorcerer Sorcerer Warlock Warlock Wizard Wizard

Constitution Constitution

Charisma Charisma

Wisdom Wisdom

Charisma Charisma

Intelligence Intelligence

Wisdom Wisdom


Saving Throw Proficiencies granted by each Class
Class Strength Strength Dexterity Dexterity Constitution Constitution Intelligence Intelligence Wisdom Wisdom Charisma Charisma
Barbarian Barbarian X X
Bard Bard X X
Cleric Cleric X X
Druid Druid X X
Fighter Fighter X X
Monk Monk X X
Paladin Paladin X X
Ranger Ranger X X
Rogue Rogue X X
Sorcerer Sorcerer X X
Warlock Warlock X X
Wizard Wizard X X

Skill Proficiency

Being proficient in a Skill means that a creature adds its Proficiency Bonus when making a corresponding Skill Check. Skill proficiency can be granted by a creature's Background, Race, Class, or certain class features gained when leveling up.

Background Skill Proficiencies

Skill proficiencies granted by each background
Background Skills
Acolyte Acolyte Insight Insight Religion Religion
Charlatan Charlatan Deception Deception Sleight of Hand Sleight of Hand
Criminal Criminal Deception Deception Stealth Stealth
Entertainer Entertainer Acrobatics Acrobatics Performance Performance
Folk Hero Folk Hero Animal Handling Animal Handling Survival Survival
Guild Artisan Guild Artisan Insight Insight Persuasion Persuasion
Noble Noble History History Persuasion Persuasion
Outlander Outlander Athletics Athletics Survival Survival
Sage Sage Arcana Arcana History History
Soldier Soldier Athletics Athletics Intimidation Intimidation
Urchin Urchin Sleight of Hand Sleight of Hand Stealth Stealth

Racial Skill Proficiencies

Class Skill Proficiencies

Level one characters gain proficiencies in two to four skills, depending on their chosen Class. The skills available to choose from also depends on their Class.

Skill Proficiencies available to each Class at Level 1
Class Skills
Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Warlock Wizard
Proficiency Count 2 3 2 2 2 2 2 3 4 2 2 2
Acrobatics X X X X
Animal Handling X X X X X
Arcana X X X X X
Athletics X X X X X X X
Deception X X X X
History X X X X X X
Insight X X X X X X X X X X
Intimidation X X X X X X X
Investigation X X X X X
Medicine X X X X X
Nature X X X X X
Perception X X X X X X
Performance X X
Persuasion X X X X X
Religion X X X X X X X X
Sleight of Hand X X
Stealth X X X X
Survival X X X X X

Ranger

Rangers gain additional proficiencies depending on their Favoured Enemy:

Skill Proficiency granted by each Favoured Enemy
Favoured Enemy Skill
Bounty Hunter Bounty Hunter Investigation Investigation
Keeper of the Veil Keeper of the Veil Arcana Arcana
Mage Breaker Mage Breaker
Ranger Knight Ranger Knight History History
Sanctified Stalker Sanctified Stalker Religion Religion

In addition, a Ranger who chooses Urban Tracker as their favoured environment gains Sleight of Hand proficiency.

Bard

A Bard of the College of Lore subclass can choose three additional Skills to gain proficiency in.

Warlock

Warlocks can gain proficiency in Deception and Persuasion by selecting the Beguiling Influence Eldritch Invocation when leveling up.

Expertise

Expertise.png

Expertise is a deeper form of Skill Proficiency, allowing a creature to add double its Proficiency Bonus when making a corresponding Skill Check.

  • Rogues gain Expertise in two skills they are proficient in at level 1, and Expertise in two skills again at level 6.
  • Bards gain Expertise in two skills they are proficient in at level 3, and Expertise in two skills again at level 10.
  • Knowledge Domain Clerics can select two skills to master amongst Arcana, History, Nature and Religion at level 1.
  • The feat Actor gives Expertise in Deception and Performance. It also gives Proficiency in these two skills.
  • Rock Gnomes gain Expertise in History, as well as Proficiency in this skill.

Note: bonuses provided by the feat Actor, the Knowledge subclass of the Cleric, and the Rock Gnome subrace are more valuable than any Expertise bonus provided by Bard or Rogue class progression, due to virtually providing proficiencies at the same time if the character is not proficient in the concerned skill.

Instrument Proficiency

Instruments can be used to entertain and distract crowds. When a character proficient in instruments plays one, nearby people might approach and gather to listen. If they perform well on a Performance check, those gathered might toss gold at to the performer as well.

Unused Proficiencies

Some NPCs have two special weapon proficiencies unavailable to the Player and the Companions. The weapons for these proficiencies cannot be normally obtained and are only referred to in the game files.

Class Weapon Proficiencies
Druid Darts Darts, Slings Slings
Wizard