Ad placeholder
Proficiency: Difference between revisions
(turn some headers to sentence case) |
No edit summary |
||
Line 1: | Line 1: | ||
[[File:Proficiency.png|right|frameless]] | [[File:Proficiency.png|right|frameless]] | ||
The ''' | The '''proficiency''' system is how the game determines whether to add a creature's [[proficiency bonus]] to a [[dice rolls|dice roll]. A creature can have proficiency in [[Weapons|weapons]], [[Armour|armour]], [[Shield|shield]]s, [[Spells|spellcasting]], [[Saving throw|saving throw]]s, and [[Skills|skill]]. | ||
== Weapon proficiency == | == Weapon proficiency == | ||
A creature can be proficient in entire categories of [[Weapons|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|race]], [[Class|class]], or [[Feats|feats]] chosen when leveling up. | |||
When a creature is proficient in a wielded weapon, they add their [[Proficiency bonus|proficiency bonus]] to [[Attack roll|attack roll]]s 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. | |||
When a creature is proficient in a wielded weapon, they add their [[Proficiency | |||
{{RaceAndClassWeaponsTable}} | {{RaceAndClassWeaponsTable}} | ||
Line 13: | Line 12: | ||
''Main page: [[Armour]]'' | ''Main page: [[Armour]]'' | ||
A creature may have | A creature may have proficiency in {{LightArmour}}, {{MediumArmour}}, and/or {{HeavyArmour}}. Some [[Helmets]], [[Gloves]], and [[Boots]] also require proficiency in a certain type of armour. | ||
Wearing armour without | Wearing armour without proficiency in that armour type will impose {{Disadvantage}} on all of the creature's [[Ability check|ability checks]], saving throws, and attack rolls, and prevents the creature from casting spells. | ||
== Shield proficiency == | == Shield proficiency == | ||
''Main page: [[Shields]]'' | ''Main page: [[Shields]]'' | ||
{{Shields}} are a piece of equipment wielded in the offhand weapon slot. Shield | {{Shields}} are a piece of equipment wielded in the offhand weapon slot. Shield proficiency typically comes paired with {{MediumArmour}} proficiency. | ||
Wielding a shield without proficiency in Shields will impose {{Disadvantage}} on all of | Wielding a shield without proficiency in Shields will impose {{Disadvantage}} on all of the creature's ability checks, saving throws, and attack rolls, and prevents the creature from casting spells. | ||
=== Armor and shield proficiency by source === | === Armor and shield proficiency by source === | ||
Line 66: | Line 65: | ||
== Spellcasting proficiency == | == Spellcasting proficiency == | ||
All creatures capable of spellcasting | All creatures capable of spellcasting (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. A creature without spellcasting proficiency cannot add its proficiency bonus to the attack rolls or DCs of any spells they cast via magical items or scrolls. | ||
== Saving throw proficiency == | == Saving throw proficiency == | ||
Creatures with proficiency in an ability-based saving throw (Strength save, Dexterity save etc) adds its proficiency bonus to the results of respective saving throws. Each [[Class|class]] provides proficiency in two types of saving throw. | |||
Line 107: | Line 105: | ||
== Skill proficiency == | == Skill proficiency == | ||
A creature proficient in a skill adds its proficiency bonus to any ability checks that use the respective skill. [[Background|Backgrounds]], races, classes, as well as some class features, can give proficiency in specific skills. | |||
=== Background skill proficiencies === | === Background skill proficiencies === | ||
Line 121: | Line 118: | ||
=== Class skill proficiencies === | === Class skill proficiencies === | ||
All classes give proficiency in two to four skills on level 1. While, generally speaking, only the first class taken gives skill proficiencies, some classes also give proficiency in one skill when they are taken via multiclassing. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Skill proficiencies available to each class at Level 1 | |+ Skill proficiencies available to each class at Level 1 |
Revision as of 22:13, 25 October 2023
The proficiency system is how the game determines whether to add a creature's proficiency bonus to a [[dice rolls|dice roll]. A creature can have proficiency in weapons, armour, shields, spellcasting, saving throws, and skill.
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.
Racial Weapon Proficiencies | |
---|---|
Drow | , , |
Dwarf | , , , |
Elf | , , , |
Githyanki | , , |
Half-Elf, Human | , , , |
Class Weapon Proficiencies | |
Barbarian, Fighter, Paladin, Ranger | Martial weapons, Simple weapons (In effect, all weapons except Improvised.) |
Bard, Rogue | Simple weapons, , , , |
Cleric | Simple weapons, , |
Druid | , , , , , , , |
Monk | Simple weapons, |
Sorcerer, Wizard | , , |
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 on all of the creature's ability checks, saving throws, and attack rolls, and prevents the creature 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 on all of the creature's ability checks, saving throws, and attack rolls, and prevents the creature from casting spells.
Armor and shield proficiency by source
Race | ||||
---|---|---|---|---|
x | x | - | - | |
x | x | - | - | |
x | - | - | x | |
x | - | - | x | |
Class | ||||
x | x | - | x | |
x | o | - | o | |
x | x | o | x | |
x | x | - | x | |
x | x | x | x | |
x | x | x | x | |
x | x | o | x | |
x | - | - | - | |
x | - | - | - |
- x = proficient
- - = not proficient
- o = some subclasses are proficient
Spellcasting proficiency
All creatures capable of spellcasting (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. A creature without spellcasting proficiency cannot add its proficiency bonus to the attack rolls or DCs of any spells they cast via magical items or scrolls.
Saving throw proficiency
Creatures with proficiency in an ability-based saving throw (Strength save, Dexterity save etc) adds its proficiency bonus to the results of respective saving throws. Each class provides proficiency in two types of saving throw.
|
|
|
|
|
|
|
|
|
|
|
|
Class | ||||||
---|---|---|---|---|---|---|
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X | |||||
X | X |
Skill proficiency
A creature proficient in a skill adds its proficiency bonus to any ability checks that use the respective skill. Backgrounds, races, classes, as well as some class features, can give proficiency in specific skills.
Background skill proficiencies
Background | Skills | |
---|---|---|
Racial skill proficiencies
- Elves and Drow are proficient in Perception
- Wood Elves, Wood Half-Elves, and Lightfoot Halflings are proficient in Stealth
- Half-Orcs are proficient in Intimidation
- Human can select any one free skill proficiency
- Githyanki can gain Proficiency in all Skills corresponding to a chosen Ability (Recharge: Long Rest)
Class skill proficiencies
All classes give proficiency in two to four skills on level 1. While, generally speaking, only the first class taken gives skill proficiencies, some classes also give proficiency in one skill when they are taken via multiclassing.
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:
Favoured Enemy | Skill |
---|---|
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 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 | , |
Wizard |