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.
Level | Proficiency 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/
Shout outs: Stacey, Unslaad Kendov, Darling, John Nazario, Gary, Gordon Alexander Fallon, Sunscryer, and Max Puplett.
Their contribution stands as a beacon of hope for all adventurers!
