Proficiency

From Baldur's Gate 3 Wiki

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,   Shortswords,   Hand Crossbows
Dwarf   Battleaxes,   Handaxes,   Light Hammers,   Warhammers
Elf   Longswords,   Shortswords,   Longbows,   Shortbows
Githyanki   Greatswords,   Longswords,   Shortswords
Half-Elf, Human   Pikes,   Spears,   Halberds,   Glaives
Class Weapon Proficiencies
Barbarian, Fighter, Paladin, Ranger Martial Weapons, Simple Weapons (In effect, all weapons except Improvised.)
Bard, Rogue Simple Weapons,   Hand Crossbows,   Longswords,   Rapiers,   Shortswords
Cleric, Warlock Simple Weapons
Druid   Clubs,   Daggers,   Javelins,   Maces,   Quarterstaves,   Scimitars,   Sickles,   Spears
Sorcerer, Wizard   Daggers,   Light Crossbows,   Quarterstaves
Monk Simple Weapons,   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 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
Monk - - - -
Paladin x x x x
Ranger x x o x
Rogue x - - -
Sorcerer - - - -
Warlock x - - -
Wizard - - - -
  • x = proficient
  • - = not proficient
  • o = some subclasses are proficient

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

  Constitution

  Dexterity

  Charisma

  Wisdom

  Charisma

Druid Fighter Monk

  Intelligence

  Wisdom

  Strength

  Constitution

  Strength

  Dexterity

Paladin Ranger Rogue

  Wisdom

  Charisma

  Strength

  Dexterity

  Dexterity

  Intelligence

Sorcerer Warlock Wizard

  Constitution

  Charisma

  Wisdom

  Charisma

  Intelligence

  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   Religion
Charlatan   Deception   Sleight of Hand
Criminal   Deception   Stealth
Entertainer   Acrobatics   Performance
Folk Hero   Animal Handling   Survival
Guild Artisan   Insight   Persuasion
Noble   History   Persuasion
Outlander   Athletics   Survival
Sage   Arcana   History
Soldier   Athletics   Intimidation
Urchin   Sleight of Hand   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 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,   Slings
Wizard