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{{PageSeo
[[File:Proficiency.png|right|frameless]]
| title = Proficiency
The '''Proficiency''' system is how the game determines whether to add a creature's [[Proficiency Bonus]] to a [[Die Rolls|Die Roll]]. One can have Proficiency in [[Weapons]], [[Armour]], [[Shield]]s, [[Spells|Spellcasting]], [[Saving Throw]]s, and [[Skills]].
| description = Proficiency is a representation of a character's familiarity with something in Baldur's Gate 3.
}}
'''Proficiency''' is a representation of a creature's familiarity with something. When a creature has proficiency in something, they may add their '''proficiency bonus''' to [[Dice rolls|dice rolls]] that involve it.


A creature can have proficiency in specific categories of [[Weapons|weapons]], [[Armour|armours]], and [[Shields|shields]], which is required to use them properly.
== Weapon Proficiency ==


A creature can also also have proficiency in [[Spells|spellcasting]], [[saving throw]]s, and [[Skills|skills]], but this is not required to attempt them.
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.


== Proficiency bonus ==
When a creature is proficient in a wielded weapon, they add their [[Proficiency Bonus]] to [[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.
The proficiency bonus is a modifier that increases with [[character level]] (not class level). It starts at ''+2'', increases to ''+3'' at level 5, and becomes ''+4'' at level 9.


The bonus is applied to the following rolls:
{{RaceAndClassWeaponsTable}}
* [[Ability checks]] made using skills the creature has proficiency with. (Doubled if the creature has [[#Expertise|expertise]].)
* [[Attack rolls]] made with weapons the creature is proficient with.
* Attack rolls made when casting spells, as long as the creature has spellcasting proficiency.
* [[Saving throws]] (e.g. Strength saves, Dexterity saves, etc.) that the creature is proficient in.


Creatures with spellcasting proficiency also add the bonus to the saving throw [[difficulty class]] (DC) of spells they cast, for a total DC of:
== Armour Proficiency ==
''Main page: [[Armour]]''


{{InfoBlob|8 + spellcasting ability modifier + proficiency bonus}}
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.


== Weapon proficiency ==
Wearing armour without Proficiency in that armour type will impose {{Disadvantage}} on all of your [[Ability Check]]s, [[Saving Throw]]s, and [[Attack Roll]]s, and prevent you from casting [[Spells]].
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, Shortbows, etc.  These proficiencies can be granted by the creature's [[Race|race]], [[Class|class]], or [[Feats|feats]] chosen when leveling up, and even by some equipment.


When a creature is proficient in a wielded weapon, they add their [[Proficiency bonus|proficiency bonus]] to [[Attack roll|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.
== Shield Proficiency ==
''Main page: [[Shields]]''


{{RaceAndClassWeaponsTable}}
{{Shields}} are a piece of equipment wielded in the offhand weapon slot. Shield Proficiency typically comes paired with {{MediumArmour}} Proficiency.


== Armour proficiency ==
Wielding a shield without Proficiency in Shields will impose {{Disadvantage}} on all of your [[Ability Check]]s, [[Saving Throw]]s, and [[Attack Roll]]s, and prevent you from casting [[Spells]].
A creature may have proficiency in Light, Medium, or Heavy armour. A creature with Heavy armour proficiency also has proficiency in Light and Medium armour, and a creature with Medium armour proficiency also has proficiency in Light armour.


A creature wearing armour with which it is not proficient will suffer [[Disadvantage|disadvantage]] on all of its [[Ability check|ability checks]], saving throws, and attack rolls, and will also be prevented from casting spells.
== Spellcasting Proficiency ==


== Shield 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 Roll]]s of spells, and to the Difficulty Class of [[Saving Throw]]s 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.
Shields are a piece of equipment wielded in the offhand weapon slot. Shield proficiency typically comes paired with Medium armour proficiency.


A creature wielding a shield without proficiency in Shields will suffer disadvantage on all of its ability checks, saving throws, and attack rolls, and will also be prevented from casting spells.
== Saving Throw Proficiency ==


=== Armour and shield proficiency by source ===
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="wikitable" style="text-align: center;"
|+ Armour and shield proficiency by race and class
|-
|-
! Race !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
|-
| style="text-align: left;" | {{Race|Shield Dwarf}} || ✅ || ✅ || ❌ || ❌
|-
| style="text-align: left;" | {{Race|Githyanki}} || ✅ || ✅ || ❌ || ❌
|-
| style="text-align: left;" | {{Race|Half-Elf}} || ✅ || ❌ || ❌ || ✅
|-
| style="text-align: left;" | {{Race|Human}} || ✅ || ❌ || ❌ || ✅
|-
! '''Class !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
|-
| style="text-align: left;" | {{Class|Barbarian}} || ✅ || ✅ || ❌ || ✅
|-
| style="text-align: left;" | {{Class|Bard}} || ✅ || ➰ || ❌ || ➰
|-
| style="text-align: left;" | {{Class|Cleric}} || ✅ || ✅ || ➰ || ✅
|-
| style="text-align: left;" | {{Class|Druid}} || ✅ || ✅ || ❌ || ✅
|-
| style="text-align: left;" | {{Class|Fighter}} || ✅ || ✅ || ✅ || ✅
|-
| style="text-align: left;" | {{Class|Monk}} || ❌ || ❌ || ❌ || ❌
|-
| style="text-align: left;" | {{Class|Paladin}} || ✅ || ✅ || ✅ || ✅
|-
| style="text-align: left;" | {{Class|Ranger}} || ✅ || ✅ || ➰ || ✅
|-
| style="text-align: left;" | {{Class|Rogue}} || ✅ || ❌ || ❌ || ❌
|-
| style="text-align: left;" | {{Class|Sorcerer}} || ❌ || ❌ || ❌ || ❌
|-
| style="text-align: left;" | {{Class|Warlock}} || ✅ || ❌ || ❌ || ❌
|-
| style="text-align: left;" | {{Class|Wizard}} || ❌ || ❌ || ❌ || ❌
|}
* ✅ = proficient
* ❌ = not proficient
* ➰ = some subclasses are proficient


=== Feats that give Shield Proficiency ===
{{ClassSavingThrowsTable}}
[[Feats#Moderately Armoured|Moderately Armoured]] also gives Shield Proficiency.
 
== Spellcasting proficiency ==
All creatures in Baldur’s Gate 3 have proficiency in spellcasting. This means that the creature's proficiency bonus will always be added to the attack rolls of spells, and to the Difficulty Class of saving throws imposed on others via spells. More explanation under [[Spells#Spellcasting_ability|Spells]].


== Saving throw proficiency ==
== Skill Proficiency ==
Creatures with proficiency in an ability-based saving throw (Strength save, Dexterity save, etc.) add their proficiency bonus to the results of respective saving throws. Each [[Class|class]] provides proficiency in two types of saving throw, and there are some [[List_of_features_and_items_that_affect_saving_throws#Proficiency_in_saving_throws|ways to get additional saving throw proficiencies]].
 
{{ClassSavingThrowsTable}}


== Skill proficiency ==
Being proficient in a [[Skills|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]], [[Class]], or certain class features gained when leveling up.
A creature proficient in a skill adds its proficiency bonus to any ability checks that use the respective skill. [[Background|Backgrounds]], races, classes, and some class features can grant proficiency in specific skills.


=== Background skill proficiencies ===
=== Background Skill Proficiencies ===
{{BackgroundSkillsTable}}
{{BackgroundSkillsTable}}


=== Racial skill proficiencies ===
=== Class Skill Proficiencies ===
* [[Elf|Elves]] and [[Drow]] are proficient in [[Perception]].
* [[Elf#Wood Elves|Wood Elves]] and [[Half-Elf#Wood Half-Elves|Wood Half-Elves]] are proficient in [[Stealth]].
* [[Half-Orc|Half-Orcs]] are proficient in [[Intimidation]].
* [[Human|Humans]] can select any one free skill proficiency.
* [[Githyanki]] can temporarily gain Proficiency in all Skills corresponding to a chosen Ability by using [[Astral Knowledge]].
 
=== Class skill proficiencies ===
All classes give proficiency in two to four skills at level 1. Generally only the class taken at Character Level 1 gives skill proficiencies, but some classes also give proficiency in one skill when they are taken at a later level via multiclassing.
 
Skill proficiencies available to each class at Level 1:
* [[Barbarian]]: Any 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
* [[Bard]]: Any 3 skills.
* [[Cleric]]: Any 2 from History, Insight, Medicine, Persuasion, and Religion.
* [[Druid]]: Any 2 Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.
* [[Fighter]]: Any 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
* [[Monk]]: Any 2 from Acrobatics, Athletics, History, Insight, Religon, and Stealth.
* [[Paladin]]: Any 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
* [[Ranger]]: Any 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
* [[Rogue]]: Any 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
* [[Sorcerer]]: Any 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
* [[Warlock]]: Any 2 from Arcana, Deception, History, Intimidation, Investigation, and Religion.
* [[Wizard]]: Any 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.


==== Ranger ====
==== Ranger ====
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==== Bard ====
==== Bard ====
A [[Bard]] of the [[College of Lore]] subclass can choose any three additional Skills to gain proficiency in.
A [[Bard]] of the [[College of Lore]] subclass can choose three additional Skills to gain proficiency in. ''(Note: As of Early Access Patch 9, this is locked to Arcana, Intimidation, and Sleight of Hand, rather than allowing the Bard to choose.)''


==== Warlock ====
==== Warlock ====
Line 139: Line 57:


=== Expertise ===
=== Expertise ===
[[File:Expertise.png|150px|right]]
Expertise allows a creature to add {{em|double}} its proficiency bonus when making a corresponding ability check. While it is possible to have proficiency {{em|and}} expertise in a skill at the same time, they do not stack.
Sources of expertise that require prior proficiency in the respective skill include:
* [[Rogue]]s gain expertise in any two skills they are proficient in at both level 1 and level 6.
* [[Bard]]s gain expertise in any two skills they are proficient in at both level 3 and level 10.
Sources of expertise that {{em|do not}} require prior proficiency in the respective skill include:
* [[Knowledge Domain]] [[Cleric]]s can select two skills to master amongst [[Arcana]], [[History]], [[Nature]] and [[Religion]] at level 1.
* The [[Actor]] feat gives expertise in [[Deception]] and [[Performance]].
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]].
* The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]].
== Instrument proficiency ==
[[Instrument|Instruments]] can be used to entertain and distract crowds. When a character proficient in an instrument plays one, nearby people might approach and gather to listen. If they perform well on a [[Performance]] check, those gathered might toss gold to the performer as well.
Taking one level of {{class|Bard}} will grant instrument proficiency. Otherwise, a character can take the [[Feat]] '' Performer'', or pass one of two Charisma ([[Performance]]) checks while helping [[Alfira]] with her song in the [[Druid Grove]].


This proficiency is listed as "Musical Instrument" in a character's Detailed View information box.
{{Expertise}} is a deeper form of Skill Proficiency, allowing a creature to add '''double''' its [[Proficiency Bonus]] when making a corresponding [[Skill Check]].


== Unused proficiencies ==
* [[Rogue]]s gain Expertise in two Skills they are proficient in at level 1.
Some [[Non-Player Characters|NPCs]] have two special weapon proficiencies unavailable to the player character and their [[Companions|companions]]. The weapons for these proficiencies cannot be normally obtained and are only referred to in the game files.
* [[Bard]]s gain Expertise in two Skills they are proficient in at level 3.
{| class="wikitable"
! colspan="2" | Class weapon proficiencies
|-
| [[Druid]]
|rowspan="2"| {{WeaponType|Darts}}, {{WeaponType|Slings}}
|-
| [[Wizard]]
|}
{{NavGameplay}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay Mechanics]]
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