Proficiency
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[ред. | ред. код]
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.
Racial Weapon Proficiencies | |
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Drow | Rapiers, Shortswords, Hand Crossbows |
Dwarf | Battleaxes, Handaxes, Light Hammers, Warhammers |
Elf | Longswords, Shortswords, Longbows, Shortbows |
Githyanki | Greatswords, Longswords, Shortswords |
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 |
Armour Proficiency[ред. | ред. код]
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[ред. | ред. код]
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[ред. | ред. код]
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[ред. | ред. код]
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.
Barbarian | Bard | Cleric |
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Druid | Fighter | Monk |
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Paladin | Ranger | Rogue |
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Sorcerer | Warlock | Wizard |
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Skill Proficiency[ред. | ред. код]
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[ред. | ред. код]
Racial Skill Proficiencies[ред. | ред. код]
- Elves and Drow are proficient in Perception
- Wood Elves, Wood Half-Elves, and Lightfoot Halflings are proficient in Stealth
- Half-Orcs are proficient in Intimidation
- Githyanki can select any one free skill proficiency
Class Skill Proficiencies[ред. | ред. код]
Ranger[ред. | ред. код]
Rangers gain additional proficiencies depending on their Favoured Enemy:
In addition, a Ranger who chooses Urban Tracker as their favoured environment gains Sleight of Hand proficiency.
Bard[ред. | ред. код]
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[ред. | ред. код]
Warlocks can gain proficiency in Deception and Persuasion by selecting the Beguiling Influence Eldritch Invocation when leveling up.
Expertise[ред. | ред. код]
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[ред. | ред. код]
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.
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