More actions
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.
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 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 on all of your Ability Checks, Saving Throws, and Attack Rolls, and prevent you from casting Spells.
Armor or 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 | - | - | - |
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.
|
|
|
|
|
|
|
|
|
|
|
|
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
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
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
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.
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 |