P. Proficiencies, Expertise & Skills - JulTob/DnD GitHub Wiki
The System of Proficiencies
The system of Proficiencies models the capacity of a character to perform a task.
If the character tries to perform the task they will Roll a die of 20 sides (a $D20-Test$) and evaluate the result compared to a table of progressive difficulties.
10 15 20 25
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Average Easy Hard Expert
You may have noticed the table goes beyond 20. This is where the expertise system comes into play.
π΄ Novice π‘ Proficient π’ Expert π΅ Mastery
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A Novice would have no intrinsic ease to perform a task. Therefore, no bonus is added to his performance in the $D20-Test$.
But it gets interesting when you are proficient in the task. As such, you are familiar with it and can perform a basic job with it with ease. Mechanically, this transposes to adding a bonus to the result.
The basic bonus to the proficiency is called the Proficiency Bonus
. If the task falls under the scope of a skill, the specific bonus from that skill is also added to the Bonus.
For example: If I have proficiency in Investigation at level 1, to Investigate a crime scene I would add my
Proficiency Bonus = +2
. And as Investigation falls under the skill ofIntelligence = 12
my modifier on intelligence would be+1
, for a totalBonus = +2+1 = +3
A character that is an Expert in a skill adds double the bonus.
Further Levels, such as Master keep multiplying further the Bonus.
π | Level | Bonus |
---|---|---|
π΄ | Novice | $0$ |
π‘ | Proficient | $+Bonus$ |
π’ | Expert | $+2Β·Bonus$ |
π΅ | Mastery | $+3Β·Bonus$ |
Skills
Your character can gain Proficiency or Expertise in any task the DM decides. There are many ways already explained in the rules. Most of them are related to your background or come into play at character creation.
The Main standard skills, divided by type, are:
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Strength
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Athletics
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Dexterity
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Acrobatics
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Sleight of Hand
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Stealth
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Wisdom
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Animal Handling
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Insight
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Medicine
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Perception
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Survival
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Inteligence
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Arcana
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History
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Investigation
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Nature
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Religion
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Charisma
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Deception
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Intimidation
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Performance
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Persuasion
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Extra Skills
Any Skill not encompassed by this list can be added ad hoc.
Let us say you want to play a futuristic D&D campaign, or translate the system to a Matrix & Monsters game. We can use this same system, that is not tied to copyright to any company. We can add the skill Haking to these games. As such, a character proficient in Hacking would add his Intelligence modifier
and proficiency bonus
to the performance of that kind of tasks.
We can also make a specific skill for a specific character. Let us say our character is a $Falconer$. It will come in handy to have a specific skill of $Falconry$, as "animal Handling" is way too general. We would add it to the list and apply the skills as described.
Some examples:
- Falconry
- Hacking
- Hunting
- Driving
- Piloting
- Horse Riding
- Specific Sports
- Painting
- Craftsmanship
Tool Proficiencies
If you gain proficiency with a tool, as described already above, you add your bonus to the use of that tool FOR ITS INTENDED PURPOSE AND TASK. Depending on the task, skill modifiers may also apply. At DM's discretion.
Bard instruments are tools as for these rules.
Artisanβs Tools: These Special tools include the items needed to pursue a craft or trade. The table shows examples of the most Common types of tools, each providing items related to a single craft. Proficiency with a set of artisanβs tools lets you add your Proficiency bonus to any Ability Checks you make using the tools in your craft. Each type of artisanβs tools requires a separate Proficiency.
Disguise kit: This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.
Forgery kit: This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a physical forgery of a document.
Gaming Set: This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few Common examples appear on the Tools table, but other kinds of Gaming Sets exist. If you are proficient with a Gaming Set, you can add your Proficiency bonus to Ability Checks you make to play a game with that set. Each type of Gaming Set requires a separate Proficiency.
Herbalism kit: This kit contains a variety of Instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and Potions. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to Identify or apply herbs. Also, Proficiency with this kit is required to create Antitoxin and Potions of Healing.
Musical Instrument: Several of the most Common types of musical Instruments are shown on the table as examples. If you have Proficiency with a given musical Instrument, you can add your Proficiency bonus to any Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. Each type of musical Instrument requires a separate Proficiency.
Navigatorβs Tools: This set of Instruments is used for Navigation at sea. Proficiency with Navigator's Tools lets you chart a ship's course and follow Navigation charts. In addition, these tools allow you to add your Proficiency bonus to any ability check you make to avoid Getting Lost at sea.
Poisonerβs Kit: A poisonerβs kit includes the vials, chemicals, and other Equipment necessary for the Creation of Poisons. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to craft or use Poisons.
Thievesβ Tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency bonus to any Ability Checks you make to Disarm traps or open locks.
Weapon Proficiency
For weapon proficiency the same addition applies to the $D20-Test$ that is used to determine success to hit the target.
The objective number against the D20-Test is the Armour Class (or Defense ).
A 1 in the test is automatic failure to hit.
A 20 in the test is automatic success to hit. This is also called Critical Hit
If you hit you determine damage. You use the Weapon's Damage Dice(s) as established in their description.
If you have proficiency you add your Bonus
If you have expertise you double that Bonus. Etc.
If you have a Critical Hit, you Double the Damage Die (and then add the bonus)
Armor Proficiency
Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armorβs use know how to wear it effectively, however. Your class gives you Proficiency with certain types of armor. If you wear armor that you lack Proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you canβt cast Spells.