Kassoon

D&D Proficiency

Unique to 5th edition, instead of putting points into individual skills you have a general purpose "proficiency bonus" that's based on your level and is applied to attack rolls, saving throws, and skill checks if you're proficient in that task. If you're multi-classed, your level is the sum of all your class levels added together.

  • You are proficient with an attack roll if you're casting a spell, or if you're using a weapon that's listed in your class proficiency list.
  • You are proficient with a skill if you've trained in that skill due to a class choice, race, background choice, or feat selection.
  • You are proficient with a saving throw if it's listed as a saving throw for your class.

LevelProficiency Bonus
1+2
2+2
3+2
4+2
5+3
6+3
7+3
8+3
9+3
10+4
11+4
12+4
13+4
14+5
15+5
16+5
17+6
18+6
19+6
20+6
Class Proficiencies Gained
Barbarian Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
Bard Light Armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords
Blood Hunter Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
Cleric Light Armor, Medium Armor, Shields, Simple Weapons
Druid Light Armor, Medium Armor, Shields (no metal shields/armor), Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter All Armor, Shields, Simple Weapons, Martial Weapons
Monk Simple Weapons, shortswords
Paladin All Armor, Shields, Simple Weapons, Martial Weapons
Ranger Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
Rogue Light Armor, Simple Weapons, hand crossbows, longswords, rapiers, shortswords, thieves’ tools
Sorcerer Daggers, darts, slings, quarterstaffs, light crossbows
Warlock Light Armor, Simple Weapons
Wizard Daggers, darts, slings, quarterstaffs, light crossbows

Proficiency List

  • Acrobatics - Dexterity (PHB 176)
  • Animal Handling - Wisdom (PHB 178)
  • Arcana - Intelligence (PHB 177)
  • Athletics - Strength (PHB 175)
  • Deception - Charisma (PHB 178)
  • History - Intelligence (PHB 177)
  • Insight - Wisdom (PHB 178)
  • Intimidation - Charisma (PHB 179)
  • Investigation - Intelligence (PHB 178)
  • Medicine - Wisdom (PHB 178)
  • Nature - Intelligence (PHB 178)
  • Perception - Wisdom (PHB 178)
  • Performance - Charisma (PHB 179)
  • Persuasion - Charisma (PHB 179)
  • Religion - Intelligence (PHB 178)
  • Sleight of Hand - Dexterity (PHB 177)
  • Stealth - Dexterity (PHB 177)
  • Survival - Wisdom (PHB 178)

A note on Thieves' Tools: these tools are automatically trained by Rogues, but can also be taken as an additional proficiency for other characters. They're used in the same way as a skill check (using Dexterity) for disarming traps. They're technically not a skill, but they're used as one, for a common task that adventurers may frequently need.

A more detailed breakdown of individual skills and their uses: Skill Breakdown

Other Proficiencies

Games: Board, Card, Dice, Other

Musical: Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan flute, Shawm, Viol

Tools: Artisan's tools (see below), Disguise Kit, Forgery Kit, Herbalism Kit, Navigator's tools, Poisoner’s Kit, Thieves' tools

Vehicle: Land, Water

Artisan Tools: Alchemist, Brewer, Calligrapher, Carpenter, Cartographer, Cobbler, Cook, Glassblower, Jeweler, Leatherworker, Mason, Painter, Potter, Smith, Tinker, Weaver, Woodcarver

Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon.com/dnd/

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Shout outs: Stacey, John Patrick Callahan Jr, Gordon Alexander Fallon, and Max Puplett.
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