Proficiencies are very important in DnD, as it serves both character depth by illustrating characters’ expertise and backgrounds, and in-game mechanics, as proficiencies can be the tipping point of failure or success.
That’s why it’s important to learn exactly what proficiencies do in DnD. A lot of new concepts are thrown at beginners from the get-go, but a lot of rules and mechanics are fairly straightforward when you learn what they are. So, what are proficiencies in DnD?
Proficiencies in DnD are areas of expertise that characters have. Proficiencies include skills, tools, and more abilities that affect gameplay and add depth to a character’s background. Proficiencies are selected during character creation and can help define a character’s strengths and weaknesses, as well as provide opportunities for interesting roleplaying and gameplay.
Now you know what the purpose of proficiencies is. However, the practical side of the matter is where it gets muddy for some folks. Keep reading to find out just how proficiency bonuses work mechanically.
What Are Proficiencies in DnD?
As I mentioned earlier, proficiencies involve areas of expertise for a character. There are various things that characters can be proficient in, which we will get to later. One of those things is skills.
Skills are all tied to a main statistic which is meant to reflect the requirements to perform that particular skill. For example, Acrobatics is a skill that’s connected to Dexterity.
If a character is proficient in Acrobatics and wishes to perform an Acrobatics check, they can use their proficiency bonus which will positively modify the skill check.
Proficiency bonuses work similarly to ability modifiers, but they’re more specific. For example, Dexterity modifiers are used every time a character does something that demands dexterity. Examples of Dexterity checks are Stealth, Acrobatics, Sleight of Hand, initiation checks, and more.
Proficiency bonuses, on the other hand, apply only when a character does something that they are proficient in. Let’s use one of the Dexterity checks discussed previously as an example.
A level 4 character with an Entertainer background (which gives them proficiency in Acrobatics) wants to perform an Acrobatics check. The Difficulty Class (or “DC”, the number you need to pass) is 15. The character has 14 Dexterity.
To pass the 15 DC, he would need to roll at least 11 on the d20 die. 11 (natural roll on the d20) + 2 (proficiency bonus) + (+2 ability modifier from 14 Dexterity).
A justified question at this point is: Why did he get +2 in proficiency bonus? Well, the answer to that is simple. The higher the level of a character, the more proficiency bonus. For example, at level 20, characters’ proficiency bonuses are set at +6.
This doesn’t vary depending on the type of skills that you’re proficient in. I’ll provide a table below where you can see the proficiency bonus scaling in DnD.
Level | Proficiency Bonus |
1 | +2 |
2 | +2 |
3 | +2 |
4 | +2 |
5 | +3 |
6 | +3 |
7 | +3 |
8 | +3 |
9 | +4 |
10 | +4 |
11 | +4 |
12 | +4 |
13 | +5 |
14 | +5 |
15 | +5 |
16 | +5 |
17 | +6 |
18 | +6 |
19 | +6 |
20 | +6 |
As you can see, it’s fairly straightforward. Every four levels, characters gain a +1 to their proficiency bonuses. If you’re confused about why the character gained a +2 bonus from his ability modifier in the previous example, then fret not. It works the same way there. The higher the stat, the higher the modifier for rolls that require that stat.
I hope this clears proficiency bonuses up somewhat for you. Proficiency bonuses are perfectly logical, really. If you have a positive modifier in Dexterity, that means that you’re generally agile, but if you’re agile and have a background in entertainment, such as the circus, you’re even more suited for an Acrobatic task.
Proficiency in Tools, Weapons, and Armor
Proficiency bonuses do not only apply to the stuff that I discussed earlier, but to weapons and tools as well. For example, classes have proficiencies in different weapons.
Ideally, you’d want to wield a weapon of a type that you’re proficient in since you get to add your proficiency bonus to attacks. Barbarians, for example, are proficient with all martial weapons and simple weapons, which gives them a good amount of options to choose from when it comes to weapons.
You can also be proficient or non-proficient with armor. The basic rules of DnD explain it well:
“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 can’t cast spells.“
Don’t wear armor that you’re not proficient in. Lastly, you can also be proficient with tools in DnD. If a character is proficient with a certain tool, they can add their proficiency bonus to skill checks made with that tool.
Language Proficiency
Characters can also be proficient in different languages. All playable races are proficient in the Common tongue, however.
Being proficient in languages can be pretty useful, depending on where you are in the world. For example, it can help you prevent unnecessary fights and even recruit allies.
Read more: The 10 Most Common Languages In Dungeons and Dragons
Language proficiency simply means that can speak and understand a certain language, it doesn’t grant you a proficiency bonus in anything.
Choosing Proficiencies at the Start of the Game
For your convenience, I’ll list all of the proficiencies that different classes gain automatically.
Class | Proficiencies |
Artificer | Light armor, medium armor, shields, simple weapons, thieves’ tools, tinker’s tools, one Artisan’s tools, 2 skills |
Barbarian | Light Armor, medium armor, shields, simple weapons, martial weapons, 2 skills |
Bard | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, 3 instruments, 3 skills |
Cleric | Light armor, medium armor, shields, simple weapons, 2 skills |
Druid | Light armor, medium armor, shields (not metal ones), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, Herbalism, 2 skills |
Fighter | All armor, shields, simple weapons, martial weapons, 2 skills |
Monk | Simple Weapons, shortswords, artisan or musical, 2 skills |
Paladin | All armor, shields, simple weapons, martial weapons, 2 skills |
Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, 3 skills |
Rogue | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves’ tools, 4 skills |
Sorcerer | Daggers, darts, slings, quarterstaffs, light crossbows, 2 skills |
Warlock | Light Armor, simple Weapons, 2 skills |
Wizard | Daggers, darts, slings, quarterstaffs, light crossbows, 2 skills |
We also discussed how backgrounds play a role in what proficiencies characters gain from level 1. I’ll provide another table below that details all the backgrounds in 5e and what proficiencies they give you.
Background | Skill Proficiencies | Tool Proficiencies | Language Proficiencies |
Acolyte | Insight, Religion | No tool proficiencies | 2 of your choosing |
Charlatan | Deception, Sleight of Hand | Disguise Kit, Forgery Kit | No additional language proficiency |
Criminal | Deception, Stealth | Gaming set (1), Thieves’ tools | No additional language proficiency |
Entertainer | Acrobatics, Performance | Disguise kit, Musical instrument (1) | No additional language proficiency |
Folk Hero | Animal handling, Survival | Artisan’s tools (1), Land Vehicles | No additional language proficiency |
Guild Artisan | Insight, Persuasion | Artisan’s tools (1) | 1 of your choosing |
Hermit | Medicine, Religion | Herbalism kit | 1 of your choosing |
Noble | History, Persuasion | Gaming set (1) | 1 of your choosing |
Outlander | Athletics, Survival | Musical instrument (1) | 1 of your choosing |
Sage | Arcana, History | No tool proficiencies | 2 of your choosing |
Sailor | Athletics, Perception | Navigator’s tools, Water Vehicles | No additional language proficiency |
Soldier | Athletics, Intimidations | Gaming set (1), Land Vehicles | No additional language proficiency |
Urchin | Sleight of Hand, Stealth | Disguise kit, Thieves’ tools | No additional language proficiency |
As you can see, the background of a character matters quite a bit. There are also different proficiencies available for different races. There are so many races and subraces available in 5e that providing a table for that in this article would be a bit messy. Instead, I’ll refer you to this spreadsheet of all the different races and their abilities.
Gaining Proficiencies Under the Course of the Game
If you’re not satisfied with the spread of your proficiencies, you can choose a feat called Skilled if you want to gain more proficiencies:
“You gain proficiency in any combination of three skills or tools of your choice.”
Feats are, as you may know, available on certain levels. When reaching these levels, you can pick a feat instead of increasing your ability score(s). For the majority of classes, feats are available at levels 4, 8, 12, and 16/19.
Furthermore, you can gain some proficiencies by multiclassing into either or all of Bard, Rogue, and Ranger. Of course, some DMs have custom rules where players get to pick a feat at the start of the game.
There are a few other ways you can gain skill proficiencies during a game, but these are the most common ways to do it.
What Are Proficiencies Used For in DnD?
So, let’s do a rundown of everything that proficiencies are used for in modern DnD. I’ve mentioned a lot of them in this resource, but let’s be thorough.
Weapon Attacks
If you have proficiency in a weapon, you add your proficiency bonus to that weapon’s attacks, as I mentioned earlier. You don’t add a proficiency bonus to your damage die, but your attack die. That means, without any other modifiers, that the basic formula is d20 + proficiency bonus.
If you aren’t proficient with a weapon you attack with, you aren’t penalized per se, but you can’t use a proficiency bonus to increase your chances of passing the AC of your target.
Melee classes such as Fighters and Barbarians are proficient with more weapons, and they get other bonuses for attacking with melee weapons.
If you want to be proficient with a weapon that you currently are not proficient with, you can multiclass or pick up the Weaponmaster feat at the appropriate level(s).
Spells
When you cast a spell that uses an attack roll, automatically add in your proficiency bonus. That’s the case for all characters (the Player’s Handbook):
“Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.“
Spells that do not use attack rolls have no rules regarding proficiency. As you can tell, the rules on proficiencies when it comes to spells are straightforward.
Saving Throws
Different classes have different saving throw proficiencies. In other words, some classes are good at powering through attacks through sheer strength and determination, and other classes are nimbler.
Here are the different classes’ saving throw proficiencies:
Class | Saving Throw Proficiency |
Artificer | Constitution, Intelligence |
Bard | Dexterity, Charisma |
Barbarian | Constitution, Strength |
Cleric | Wisdom, Charisma |
Druid | Intelligence, Wisdom |
Fighter | Strength, Constitution |
Monk | Strength, Dexterity |
Paladin | Wisdom, Charisma |
Ranger | Strength, Dexterity |
Rogue | Dexterity, Intelligence |
Sorcerer | Constitution, Charisma |
Warlock | Wisdom, Charisma |
Wizard | Intelligence, Wisdom |
Spell Save (DC)
Spell save difficulty class (DC) determines how hard it is for enemies to not get hit by your spells. The way you determine your spell DC includes your proficiency bonus: 8 + spellcasting ability modifier + proficiency bonus.
If your spell save DC is 10, your enemy needs to pass 10 to take less damage from the spell you cast on it. Your spell save DC is always the same, no matter what spell you cast on your enemies.
Skill Checks
We’ve already discussed skill checks in this article, so I won’t go through it in detail again. If you’re proficient in a skill, you get to add your proficiency modifier when using that skill. It’s very straightforward!
Tools
We’ve gone through the various tool that characters can get proficiency with in DnD. Some tasks require tools in order for you to complete them, for example lockpicking a treasure chest or disarming a trap.
If you’re proficient with Thieves’ Tools, you get to add your proficiency bonus when you try to disarm traps or open a lock. Different locks and traps have different DCs, of course, and that’s why tool proficiency can be very useful.