Proficiency: Difference between revisions

From SRD52
Jump to navigation Jump to search
mNo edit summary
Line 64: Line 64:
|[[Acrobatics]]||Dexterity||Stay on your feet in a tricky situation, or perform an acrobatic stunt.
|[[Acrobatics]]||Dexterity||Stay on your feet in a tricky situation, or perform an acrobatic stunt.
|-valign="top"
|-valign="top"
|[[Animal Handling]]|Wisdom||Calm or train an animal, or get an animal to behave in a certain way.
|[[Animal Handling]]||Wisdom||Calm or train an animal, or get an animal to behave in a certain way.
|-valign="top"
|-valign="top"
|[[Arcana]]||Intelligence||Recall lore about spells, magic items, and the planes of existence.
|[[Arcana]]||Intelligence||Recall lore about spells, magic items, and the planes of existence.
Line 98: Line 98:
|[[Survival]]||Wisdom||Follow tracks, forage, find a trail, or avoid natural hazards.
|[[Survival]]||Wisdom||Follow tracks, forage, find a trail, or avoid natural hazards.
|}
|}


=Next Chapter=
=Next Chapter=
* [[Actions]]
* [[Actions]]
[[Category:SRD]]
[[Category:SRD]]

Revision as of 18:58, 26 April 2025

← Previous Chapter: Playing the Game | Next Chapter: Actions →

Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people’s motives, and others are better at unlocking the secrets of the multiverse. All creatures have a [[Proficiency Bonus[[, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster’s Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined.

This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells.

Proficiency Bonus
Level or CR Bonus
Up to 4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29‑30 +9

The Bonus Doesn’t Stack

Your Proficiency Bonus can’t be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you’re proficient in either skill, but you don’t add it twice if you’re proficient in both skills.

Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.

Skill Proficiencies

Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.

If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving

This page is unfinished!


Skills
Skill Ability Example Uses
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt.
Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way.
Arcana Intelligence Recall lore about spells, magic items, and the planes of existence.
Athletics Strength Jump farther than normal, stay afloat in rough water, or break something.
Deception Charisma Tell a convincing lie, or wear a disguise convincingly.
History Intelligence Recall lore about historical events, people, nations, and cultures.
Insight Wisdom Discern a person’s mood and intentions.
Intimidation Charisma Awe or threaten someone into doing what you want.
Investigation Intelligence Find obscure information in books, or deduce how something works.
Medicine Wisdom Diagnose an illness, or determine what killed the recently slain.
Nature Intelligence Recall lore about terrain, plants, animals, and weather.
Perception Wisdom Using a combination of senses, notice something that’s easy to miss.
Performance Charisma Act, tell a story, perform music, or dance.
Persuasion Charisma Honestly and graciously convince someone of something.
Religion Intelligence Recall lore about gods, religious rituals, and holy symbols.
Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain.
Stealth Dexterity Escape notice by moving quietly and hiding behind things.
Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.

Next Chapter