Weapon Proficiencies

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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

Warriors can spend bonus proficiency slots from high Intelligence on weapon proficiencies. Other classes can only spend them on non-weapon proficiencies.

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.

All characters start play having affinity with the cultural weapon group of their home region (a strong cultural and historical connection forming part of one’s identity). The character is encouraged to choose their starting weapon proficiencies from that cultural weapon group.

In addition to this starting amount, all characters start the game with a free cultural weapon proficiency slot.
This free slot can be spent in several ways:

* Non-Warrior character classes can spend it on gaining proficiency in a weapon allowed by their class from their home region weapon group. This automatically makes the character familiar with all the weapons in that group.
If the region doesn’t list any weapons allowed by the class, then they can take the “Cultural Familiarity” Fighting Style option (Wizards can take it, but it only applies to their home region – not all regions they have affinity with as written).
Classes other than Wizard can instead choose to take a Fighting Style option from the Cultural Weapon styles.

* Warrior character classes can spend it on gaining proficiency with the entire group of cultural weapons from their home region, expertise in a single weapon from their home region, or selecting a fighting style option from the Cultural Weapon styles. Alternatively warriors can instead spend this slot as they wish, on a group by type, expertise in a single weapon of their choice, or a fighting style option (The warrior must however justify this choice culturally to the DM).

* Fighter characters can spend it on gaining expertise in the entire group of weapons from their home region, specializing in a single weapon from their home region, or selecting a fighting style option from the Cultural Weapon styles. (Remember multi-classed fighters can only specialize in one weapon). Alternatively fighters can instead spend this slot as they wish, on expertise in a group by type, specialization in a single weapon of their choice, or a fighting style option (The fighter must however justify this choice culturally to the DM)

Characters spend weapon proficiency slots on gaining skill with weapons, shields, armour, fighting styles, and meta magic abilities. Different classes are eligible to spend proficiency slots in different ways – see the descriptions below for details.

Weapon Proficiency Steps

Weapon Groups

Armour Proficiency Options

Fighting Styles

Meta Magic

Signature Spells

Weapon Proficiencies

Forgotten Realms: Birthright Avanpallandt