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== Unused proficiencies ==
== Unused proficiencies ==
Some [[Non-Player Characters|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.
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.
{| class="wikitable"
{| class="wikitable"
! colspan="2" | Class weapon proficiencies
! colspan="2" | Class weapon proficiencies

Revision as of 04:28, 26 October 2023

Proficiency.png

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.

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

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 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 Icon.png 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 race and class x = Base feature, - = Not available, o = Subclass feature
Race
Shield Dwarf x x - -
Githyanki x x - -
Half-Elf x - - x
Human x - - x
Class
Barbarian x x - x
Bard x o - o
Cleric x x o x
Druid x x - x
Fighter x x x x
Paladin x x x x
Ranger x x o x
Rogue x - - -
Warlock 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.


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


Saving throw proficiencies granted by each class
Class Strength icon.png Strength Dexterity icon.png Dexterity Constitution icon.png Constitution Intelligence icon.png Intelligence Wisdom icon.png Wisdom Charisma icon.png Charisma
Barbarian X X
Bard X X
Cleric X X
Druid X X
Fighter X X
Monk X X
Paladin X X
Ranger X X
Rogue X X
Sorcerer X X
Warlock X X
Wizard 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

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

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.

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 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

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 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