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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
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

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 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 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 granted by each 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

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

Шаблон:BackgroundSkillsTable

Racial Skill Proficiencies

Class Skill Proficiencies

Ranger

Rangers gain additional proficiencies depending on their Favoured Enemy:

Шаблон:RangerEnemySkillTable

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, and two Skills again at level 6.
  • Bards gain Expertise in two Skills they are proficient in at level 3, and two Skills again at level 10.
  • Knowledge Domain Clerics gain Expertise in two Skills at level 2. They also get Proficiency in these two Skills.

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.