Proficiency: Difference between revisions

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| description = Proficiency is a representation of a character's familiarity with something in Baldur's Gate 3.
| 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 is proficient in something, they may add their '''proficiency bonus''' to [[Dice rolls|dice rolls]] that involve that proficiency.
'''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 [[Shield|shields]], which is required to use them properly.
A creature can have proficiency in specific categories of [[Weapons|weapons]], [[Armour|armours]], and [[Shields|shields]], which is required to use them properly.  


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


== Proficiency bonus ==
== Proficiency bonus ==
A creature's proficiency bonus is a modifier that increases with their level. It starts at ''+2'' at level 1, and increases by 1 every four levels thereafter, increasing to ''+3'' at level 5, and to a total of ''+4'' at level 9.
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.


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


A creature with spellcasting proficiency also adds their proficiency bonus to the [[Difficulty Class]] (DC) of any spells they cast: {{InfoBlob|8 + spellcasting ability modifier + proficiency bonus}}
Creatures with spellcasting proficiency also add the bonus to the saving throw [[difficulty class]] (DC) of spells they cast, for a total DC of:
 
{{InfoBlob|8 + spellcasting ability modifier + proficiency bonus}}


== 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.
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.
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.


{{RaceAndClassWeaponsTable}}
{{RaceAndClassWeaponsTable}}


== Armour proficiency ==
== Armour proficiency ==
A creature may have proficiency in Light, Medium or Heavy armour. A creature with Heavy armour proficiency always has proficiency in Light and Medium armour, and a creature with Medium armour always has proficiency in Light armour.
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.


Wearing armour without proficiency in that armour type will impose [[Disadvantage|disadvantage]] on all of the creature's [[Ability check|ability checks]], saving throws and attack rolls, and prevents the creature from casting spells.
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.


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


=== Armor and shield proficiency by source ===
=== Armour and shield proficiency by source ===
{| class="wikitable"
{| class="wikitable"
|+ Armor and shield proficiency by race and class
|+ Armour and shield proficiency by race and class
|-
|-
|+ x = Base feature, - = Not available, o = Subclass feature
|-
|-
! Race !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
! Race !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
|-
|-
| {{Race|Shield Dwarf}} || x || x || - || -
| {{Race|Shield Dwarf}} || || || ||
|-
|-
| {{Race|Githyanki}} || x || x || - || -
| {{Race|Githyanki}} || || || ||
|-
|-
| {{Race|Half-Elf}} || x || - || - || x
| {{Race|Half-Elf}} || || || ||
|-
|-
| {{Race|Human}} || x || - || - || x
| {{Race|Human}} || || || ||
|-
|-
! '''Class !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
! '''Class !! {{SmallIcon|Light Armour Icon.png}} !! {{SmallIcon|Medium Armour Icon.png}} !! {{SmallIcon|Heavy Armour Icon.png}} !! {{SmallIcon|Shields Icon.png}}
|-
|-
| {{Class|Barbarian}} || x || x || - || x
| {{Class|Barbarian}} || || || ❌ || ✅
|-
| {{Class|Bard}} || ✅ || ➰ || ❌ || ➰
|-
| {{Class|Cleric}} || ✅ || ✅ || ➰ ||
|-
|-
| {{Class|Bard}} || x || o || - || o
| {{Class|Druid}} || || || ||
|-
|-
| {{Class|Cleric}} || x || x || o || x
| {{Class|Fighter}} || || || ||
|-
|-
| {{Class|Druid}} || x || x || - || x
| {{Class|Monk}} || || || ||
|-
|-
| {{Class|Fighter}} || x || x || x || x
| {{Class|Paladin}} || || || ||
|-
|-
| {{Class|Paladin}} || x || x || x || x
| {{Class|Ranger}} || || || ||
|-
|-
| {{Class|Ranger}} || x || x || o || x
| {{Class|Rogue}} || || || ||
|-
|-
| {{Class|Rogue}} || x || - || - || -
| {{Class|Sorcerer}} || || || ||
|-
|-
| {{Class|Warlock}} || x || - || - || -
| {{Class|Warlock}} || || ❌ || ❌ || ❌
|-
| {{Class|Wizard}} || ❌ || ❌ || ❌ ||
|}
|}
* x = proficient
* = proficient
* - = not proficient
* = not proficient
* o = some subclasses are proficient
* = some subclasses are proficient
 
=== Feats that give Shield Proficiency ===
[[Feats#Moderately Armoured|Moderately Armoured]] also gives Shield Proficiency.


== Spellcasting proficiency ==
== 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.
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 ==
== 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.
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}}
{{ClassSavingThrowsTable}}


== 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.
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 ===
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=== Racial skill proficiencies ===
=== Racial skill proficiencies ===
* [[Elf|Elves]] and [[Drow]] are proficient in [[Perception]]
* [[Elf|Elves]] and [[Drow]] are proficient in [[Perception]].
* [[Elf#Wood Elves|Wood Elves]], [[Half-Elf#Wood Half-Elves|Wood Half-Elves]], and [[Halfling#Lightfoot Halflings|Lightfoot Halflings]] are proficient in [[Stealth]]
* [[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]]
* [[Half-Orc|Half-Orcs]] are proficient in [[Intimidation]].
* [[Human]] can select any one free skill proficiency
* [[Human|Humans]] can select any one free skill proficiency.
* [[Githyanki]] can gain Proficiency in all Skills corresponding to a chosen Ability (Recharge: Long Rest)
* [[Githyanki]] can temporarily gain Proficiency in all Skills corresponding to a chosen Ability by using [[Astral Knowledge]].


=== 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.
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:
Skill proficiencies available to each class at Level 1:
* [[Barbarian]]: 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
* [[Barbarian]]: Any 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
* [[Bard]]: Any 3 skills.
* [[Bard]]: Any 3 skills.
* [[Cleric]]: 2 from History, Insight, Medicine, Persuasion, Religion.
* [[Cleric]]: Any 2 from History, Insight, Medicine, Persuasion, and Religion.
* [[Druid]]: 2 Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival.
* [[Druid]]: Any 2 Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.
* [[Fighter]]: 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
* [[Fighter]]: Any 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
* [[Monk]]: 2 from Acrobatics, Athletics, History, Insight, Religon, Stealth.
* [[Monk]]: Any 2 from Acrobatics, Athletics, History, Insight, Religon, and Stealth.
* [[Paladin]]: 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
* [[Paladin]]: Any 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
* [[Ranger]]: 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.
* [[Ranger]]: Any 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
* [[Rogue]]: 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
* [[Rogue]]: Any 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
* [[Sorcerer]]: 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
* [[Sorcerer]]: Any 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
* [[Warlock]]: 2 from Arcana, Deception, History, Intimidation, Investigation, Religion.
* [[Warlock]]: Any 2 from Arcana, Deception, History, Intimidation, Investigation, and Religion.
* [[Wizard]]: 2 from Arcana, History, Insight, Investigation, Medicine, 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 three additional Skills to gain proficiency in.
A [[Bard]] of the [[College of Lore]] subclass can choose any three additional Skills to gain proficiency in.


==== Warlock ====
==== Warlock ====
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Sources of expertise that require prior proficiency in the respective skill include:
Sources of expertise that require prior proficiency in the respective skill include:
* [[Rogue]]s gain expertise in two skills they are proficient in at both level 1 and level 6.
* [[Rogue]]s gain expertise in any two skills they are proficient in at both level 1 and level 6.
* [[Bard]]s gain expertise in two skills they are proficient in at both level 3 and level 10.
* [[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 include:
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.
* [[Knowledge Domain]] [[Cleric]]s can select two skills to master amongst [[Arcana]], [[History]], [[Nature]] and [[Religion]] at level 1.
* The feat '''Actor''' gives expertise in [[Deception]] and [[Performance]].
* The [[Actor]] feat gives expertise in [[Deception]] and [[Performance]].
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]].
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]].
* The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]].


== Instrument proficiency ==
== Instrument proficiency ==
[[Instrument|Instruments]] can be used to entertain and distract crowds. When a character is 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 at to the performer as well.
[[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.


== Unused proficiencies ==
== Unused proficiencies ==

Latest revision as of 06:55, 20 April 2024

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 that involve it.

A creature can have proficiency in specific categories of weapons, armours, and shields, which is required to use them properly.

A creature can also also have proficiency in spellcasting, saving throws, and skills, but this is not required to attempt them.

Proficiency bonus[edit | edit source]

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:

  • Ability checks made using skills the creature has proficiency with. (Doubled if the creature has 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:

8 + spellcasting ability modifier + proficiency bonus

Weapon proficiency[edit | edit source]

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, Shortbows, etc. These proficiencies can be granted by the creature's race, class, or feats chosen when leveling up, and even by some equipment.

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, Warlock Simple Weapons
Druid Clubs Clubs, Daggers Daggers, Javelins Javelins, Maces Maces, Quarterstaves Quarterstaves, Scimitars Scimitars, Sickles Sickles, Spears Spears
Sorcerer, Wizard Daggers Daggers, Light Crossbows Light Crossbows, Quarterstaves Quarterstaves
Monk Simple Weapons, Shortswords Shortswords

Armour proficiency[edit | edit source]

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 on all of its ability checks, saving throws, and attack rolls, and will also be prevented from casting spells.

Shield proficiency[edit | edit source]

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.

Armour and shield proficiency by source[edit | edit source]

Armour and shield proficiency by race and class
Race
Shield Dwarf
Githyanki
Half-Elf
Human
Class
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
  • ✅ = proficient
  • ❌ = not proficient
  • ➰ = some subclasses are proficient

Feats that give Shield Proficiency[edit | edit source]

Moderately Armoured also gives Shield Proficiency.

Spellcasting proficiency[edit | edit source]

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.

Saving throw proficiency[edit | edit source]

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 provides proficiency in two types of saving throw, and there are some ways to get additional saving throw proficiencies.

Saving Throw Proficiencies by Class
Barbarian Bard Cleric

Strength icon.png Strength

Constitution icon.png Constitution

Dexterity icon.png Dexterity

Charisma icon.png Charisma

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Druid Fighter Monk

Intelligence icon.png Intelligence

Wisdom icon.png Wisdom

Strength icon.png Strength

Constitution icon.png Constitution

Strength icon.png Strength

Dexterity icon.png Dexterity

Paladin Ranger Rogue

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Strength icon.png Strength

Dexterity icon.png Dexterity

Dexterity icon.png Dexterity

Intelligence icon.png Intelligence

Sorcerer Warlock Wizard

Constitution icon.png Constitution

Charisma icon.png Charisma

Wisdom icon.png Wisdom

Charisma icon.png Charisma

Intelligence icon.png Intelligence

Wisdom icon.png Wisdom

Skill proficiency[edit | edit source]

A creature proficient in a skill adds its proficiency bonus to any ability checks that use the respective skill. Backgrounds, races, classes, and some class features can grant proficiency in specific skills.

Background skill proficiencies[edit | edit source]

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

Racial skill proficiencies[edit | edit source]

Class skill proficiencies[edit | edit source]

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[edit | edit source]

Rangers gain additional proficiencies depending on their Favoured Enemy:

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

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

Bard[edit | edit source]

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

Warlock[edit | edit source]

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

Expertise[edit | edit source]

Expertise.png

Expertise allows a creature to add double its proficiency bonus when making a corresponding ability check. While it is possible to have proficiency 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:

  • Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
  • Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.

Sources of expertise that do not require prior proficiency in the respective skill include:

Instrument proficiency[edit | edit source]

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 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.

Unused proficiencies[edit | edit source]

Some NPCs have two special weapon proficiencies unavailable to the player character and their 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