Non-Weapon Proficiencies

Proficiency_Table.jpg

Characters start with the following proficiencies at 1st level:

Weapon Non-weapon
Group Proficiencies Proficiencies
Priest 2 4
Rogue 2 3
Warrior 4 3
Wizard 1 4

Add to these any bonus non-weapon proficiencies accrued due to high Intelligence and other sources.

All characters receive a new weapon and non-weapon proficiency slot every three levels. Multi-classed characters must choose one class at first level that determines when they receive these as they level. Usually the fastest leveling class is selected for this purpose.

When selecting Non-Weapon Proficiencies, each class has groups (as listed in the table above) that are considered in class. Any other group is considered out of class, and these proficiencies cost one additional slot to acquire. Some kits will alter the table below. Multi-classed characters can access all the groups available to each of their classes.
Consult the table below to determine in class proficiency groups.

Class Proficiency Groups
Fighter General, Warrior
Paladin General, Warrior, Priest
Ranger General, Warrior, Priest
Barbarian General, Warrior, Rogue
Priest General, Priest
Druid General, Priest, Warrior
Wizard General, Wizard
Thief General, Rogue
Bard General, Rogue, Wizard, Warrior
Monk General, Rogue, Priest

Using Non-weapon Proficiencies

When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used.
The majority of proficiencies cannot be used untrained. In some instances, if the character doesn’t have the proficiency needed for a task, they can default to an ability check, but this check starts at a much higher target number (starting at 25).

If a proficiency check is required, the able lists which ability is used with each proficiency. The player rolls d20 and adds the relevant ability score. The average target number is 21, but can vary depending on the difficulty of the task. Variable target numbers for proficiency checks are 10 (trivial), 15 (easy), 21 (average), 25 (hard), 30 (very hard), 35+ (almost impossible). A roll of 1 is always a failure. A roll of 20 is always a success. The DM determines what effects, if any, accompany failure.

Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM’s judgment.

The DM can raise or lower a character’s chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task.

When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +1 bonus is added for the other character’s assistance. The bonus can never be more than +1, as having too many assistants is sometimes worse than having none.
Non-weapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a non-weapon proficiency, he gains a +1 bonus to those proficiency checks.

3cdf52ee01997d08b1d2724b4acf60ea.jpg

Non-Weapon Proficiency Descriptions

Acrobatics
Alchemy
Animal Handling
Animal Lore
Armour Optimization
Bargain
Bureaucracy
Charioteering
Craft
Cryptography
Dirty Tricks
Disguise
Endurance
Etiquette
Expression
Healing
Herbalism
Hunting
Information Gathering
Intimidation
Knowledge
Language, Ancient
Language, Modern
Language, Sign
Mountaineering
Navigation
Prestidigitation (Proficiency)
Reading Lips
Riding, Airborne
Riding, Land-Based
Running
Sailor (Proficiency)
Somatic Concealment
Spellcraft
Survival
Tactics
Taunting
Teaching
Tightrope Walking
Tracking
Ventriloquism
Weakness Identification

Non-Weapon Proficiencies

Forgotten Realms: Birthright Avanpallandt