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Created page with "← Previous Chapter: Playing the Game<br> Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people’s motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus[[, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as..."
 
 
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[[Playing the Game|&larr; Previous Chapter: Playing the Game]]<br>
[[Playing the Game|&larr; Previous Chapter: Playing the Game]] | [[Actions|Next Chapter: Actions &rarr;]]
Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people’s motives, and others are better at unlocking the secrets of the multiverse. All creatures have a [[Proficiency Bonus[[, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus increases as the character gains levels (described in [[Character Creation]]). A monster’s Proficiency Bonus is based on its [[Challenge Rating]] (see [[Rules Glossary]]). The Proficiency Bonus table shows how the bonus is determined.
 
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Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a [[Proficiency Bonus]], which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in "[[Character Creation]]"). A monster's Proficiency Bonus is based on its [[Challenge Rating]] (see "[[Rules Glossary]]"). The Proficiency Bonus table shows how the bonus is determined.


This bonus is applied to a [[D20 Test]] when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the [[DC]] of saving throws for spells.
This bonus is applied to a [[D20 Test]] when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the [[DC]] of saving throws for spells.
{|
{|class="wikitable"
|+'''Proficiency Bonus'''
|+'''Proficiency Bonus'''
|-
|-align="center"
!Level or CR!!Bonus
!Level or CR!!Bonus
|-
|-align="center"
|Up to 4||+2
|Up to 4||+2
|-
|-align="center"
|5–8||+3
|5–8||+3
|-
|-align="center"
|9–12||+4
|9–12||+4
|-
|-align="center"
|13–16||+5
|13–16||+5
|-
|-align="center"
|17–20||+6
|17–20||+6
|-
|-align="center"
|21–24||+7
|21–24||+7
|-
|-align="center"
|25–28||+8
|25–28||+8
|-
|-align="center"
|29{{nbh}} 30 +9
|29{{nbh}}30||+9
|}
|}
===The Bonus Doesn’t Stack===
===The Bonus Doesn't Stack===
Your Proficiency Bonus can’t be added to a die roll
Your Proficiency Bonus can't be added to a die roll
or another number more than once. For example, if
or another number more than once. For example, if
a rule allows you to make a Charisma (Deception or
a rule allows you to make a Charisma (Deception or
Persuasion) check, you add your Proficiency Bonus
Persuasion) check, you add your Proficiency Bonus
if you’re proficient in either skill, but you don’t add
if you're proficient in either skill, but you don't add
it twice if you’re proficient in both skills.
it twice if you're proficient in both skills.


Occasionally, a Proficiency Bonus might be multiplied
Occasionally, a Proficiency Bonus might be multiplied
or divided (doubled or halved, for example)
or divided (doubled or halved, for example)
before being added. For example, the Expertise
before being added. For example, the Expertise
feature (see “Rules Glossary”) doubles the Proficiency
feature (see "Rules Glossary") doubles the Proficiency
Bonus for certain ability checks. Whenever
Bonus for certain ability checks. Whenever
the bonus is used, it can be multiplied only once and
the bonus is used, it can be multiplied only once and
divided only once.
divided only once.
===Skill Proficiencies===
===Skill Proficiencies===
Most ability checks involve using a skill, which represents
Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see "[[Actions]]" later in "Playing the Game") specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.
a category of things creatures try to do with
 
an ability check. The descriptions of the actions
If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.
you take (see “Actions” later in “Playing the Game”)
===Skill List===
specify which skill applies if you make an ability
{{skill list}}
check for that action, and many other rules note
 
when a skill is relevant. The GM has the ultimate say
===Determining Skills===
on whether a skill is relevant in a situation.
A character's starting skill proficiencies are determined at character creation, and a monster's skill
proficiencies appear in its stat block.
===Saving Throw Proficiencies===
Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. [[Wizard]]s, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.
 
===Equipment Proficiencies===
A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:
 
'''''[[Weapons]].''''' Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.


If a creature is proficient in a skill, the creature
'''''[[Tools]].''''' If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.
applies its Proficiency Bonus to ability checks involving
that skill. Without proficiency in a skill, a
creature can still make ability checks involving


{{unfinished}}
=Next Chapter=
* [[Actions]]
[[Category:SRD]]

Latest revision as of 06:14, 27 May 2025

← Previous Chapter: Playing the Game | Next Chapter: Actions →

Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in "Character Creation"). A monster's Proficiency Bonus is based on its Challenge Rating (see "Rules Glossary"). The Proficiency Bonus table shows how the bonus is determined.

This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells.

Proficiency Bonus
Level or CR Bonus
Up to 4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29‑30 +9

The Bonus Doesn't Stack

Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills.

Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see "Rules Glossary") doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once.

Skill Proficiencies

Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see "Actions" later in "Playing the Game") specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation.

If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus.

Skill List

The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to.

Skills
Skill Ability Example Uses
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt.
Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way.
Arcana Intelligence Recall lore about spells, magic items, and the planes of existence.
Athletics Strength Jump farther than normal, stay afloat in rough water, or break something.
Deception Charisma Tell a convincing lie, or wear a disguise convincingly.
History Intelligence Recall lore about historical events, people, nations, and cultures.
Insight Wisdom Discern a person's mood and intentions.
Intimidation Charisma Awe or threaten someone into doing what you want.
Investigation Intelligence Find obscure information in books, or deduce how something works.
Medicine Wisdom Diagnose an illness, or determine what killed the recently slain.
Nature Intelligence Recall lore about terrain, plants, animals, and weather.
Perception Wisdom Using a combination of senses, notice something that's easy to miss.
Performance Charisma Act, tell a story, perform music, or dance.
Persuasion Charisma Honestly and graciously convince someone of something.
Religion Intelligence Recall lore about gods, religious rituals, and holy symbols.
Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain.
Stealth Dexterity Escape notice by moving quietly and hiding behind things.
Survival Wisdom Follow tracks, forage, find a trail, or avoid natural hazards.

Determining Skills

A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block.

Saving Throw Proficiencies

Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.

Equipment Proficiencies

A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:

Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it.

Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check.

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