Proficiency

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Revision as of 22:46, 10 March 2023 by Majesstic (talk | contribs) (add race proficiency info)
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Proficiency.png

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.

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 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 Icon.png Disadvantage on all of your Ability Checks, Saving Throws, and Attack Rolls, and prevent you from casting Spells.

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.

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

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

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

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. (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

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.
  • Bards gain Expertise in two Skills they are proficient in at level 3.