Proficiency

Proficiency is a representation of a creature's familiarity with something. When a creature has proficiency in something, they may add their proficiency bonus to dice rolls that involve it.
A creature can have proficiency in specific categories of weapons, armours, and shields, which is required to use them properly. 
A creature can also also have proficiency in spellcasting, saving throws, and skills, but this is not required to attempt them.
== Proficiency bonus ==
The proficiency bonus is a modifier that increases with character level (not class level). It starts at +2, increases to +3 at level 5, and becomes +4 at level 9.
The bonus is applied to the following rolls:
* Ability checks made using skills the creature has proficiency with. (Doubled if the creature has expertise.)
* Attack rolls made with weapons the creature is proficient with.
* Attack rolls made when casting spells.
* Saving throws (e.g. Strength saves, Dexterity saves, etc.) that the creature is proficient in.
Creatures with spellcasting proficiency also add the bonus to the saving throw difficulty class (DC) of spells they cast, for a total DC of:
== Weapon proficiency ==
A creature can be proficient in entire categories of weapons (martial or simple), or it can be proficient in specific weapon types such as Longswords, Shortbows, etc. These proficiencies can be granted by the creature's race, class, or feats chosen when leveling up, and even by some equipment.
When a creature is proficient in a wielded weapon, they add their proficiency bonus to attack rolls with that weapon. When the weapon is equipped in the main hand, it also enables special properties and actions of that weapon type, such as Tenacity, Piercing Strike, Flourish, Lacerate, Pommel Strike, and so on.
== Armour proficiency ==
A creature may have proficiency in Light, Medium, or Heavy armour. A creature with Heavy armour proficiency also has proficiency in Light and Medium armour, and a creature with Medium armour proficiency also has proficiency in Light armour.
A creature wearing armour with which it is not proficient will suffer disadvantage on all of its ability checks, saving throws, and attack rolls, and will also be prevented from casting spells.
== Shield proficiency ==
Shields are a piece of equipment wielded in the offhand weapon slot. Shield proficiency typically comes paired with Medium armour proficiency.
A creature wielding a shield without proficiency in Shields will suffer disadvantage on all of its ability checks, saving throws, and attack rolls, and will also be prevented from casting spells.
=== Armour and shield proficiency by source ===
 Armour and shield proficiency by race and class
 	 	 	 	
Race 	 	 	 	
 	✔	✔	-	-
 	✔	✔	-	-
 	✔	-	-	✔
 	✔	-	-	✔
Class 	 	 	 	
 	✔	✔	-	✔
 	✔	◯	-	◯
 	✔	✔	◯	✔
 	✔	✔	-	✔
 	✔	✔	✔	✔
 	-	-	-	-
 	✔	✔	✔	✔
 	✔	✔	◯	✔
 	✔	-	-	-
 	-	-	-	-
 	✔	-	-	-
 	-	-	-	-
Multiclass	 	 	 	
 	-	-	-	✔
 	✔	◯	-	◯
 	✔	✔	◯	✔
 	✔	✔	-	✔
 	✔	✔	-	✔
 	-	-	-	-
 	✔	✔	-	✔
 	✔	✔	◯	✔
 	✔	-	-	-
 	-	-	-	-
 	✔	-	-	-
 	-	-	-	-
* ✔ = proficient
* - = not proficient
* ◯ = some subclasses are proficient
=== Feats that give Shield Proficiency ===
Moderately Armoured also gives Shield Proficiency.
== Spellcasting proficiency ==
All creatures in Baldur’s Gate 3 have proficiency in spellcasting. This means that the creature's proficiency bonus will always be added to the attack rolls of spells, and to the Difficulty Class of saving throws imposed on others via spells. More explanation under Spells.
== Saving throw proficiency ==
Creatures with proficiency in an ability-based saving throw (Strength save, Dexterity save, etc.) add their proficiency bonus to the results of respective saving throws. Each class provides proficiency in two types of saving throws, and there are some ways to get additional saving throw proficiencies.
 Saving Throw Proficiencies by Class
Class	 	 	 	 	 	 	Abilities
 	✔	-	✔	-	-	-	Strength, Constitution
 	-	✔	-	-	-	✔	Dexterity, Charisma
 	-	-	-	-	✔	✔	Wisdom, Charisma
 	-	-	-	✔	✔	-	Intelligence, Wisdom
 	✔	-	✔	-	-	-	Strength, Constitution
 	✔	✔	-	-	-	-	Strength, Dexterity
 	-	-	-	-	✔	✔	Wisdom, Charisma
 	✔	✔	-	-	-	-	Strength, Dexterity
 	-	✔	-	✔	-	-	Dexterity, Intelligence
 	-	-	✔	-	-	✔	Constitution, Charisma
 	-	-	-	-	✔	✔	Wisdom, Charisma
 	-	-	-	✔	✔	-	Intelligence, Wisdom
* ✔ = proficient
* - = not proficient
== Skill proficiency ==
A creature proficient in a skill adds its proficiency bonus to any ability checks that use the respective skill. Backgrounds, races, classes, and some class features can grant proficiency in specific skills.
=== Background skill proficiencies ===
=== Racial skill proficiencies ===
* Elves and Drow are proficient in Perception.
* Rock Gnomes add twice their proficiency bonus in History.
* Wood Elves and Wood Half-Elves are proficient in Stealth.
* Half-Orcs are proficient in Intimidation.
* Humans can select any one free skill proficiency.
* Githyanki can temporarily gain Proficiency in all Skills corresponding to a chosen Ability by using Astral Knowledge. 
=== Class skill proficiencies ===
All classes give proficiency in two to four skills at level 1. Generally only the class taken at Character Level 1 gives skill proficiencies, but some classes also give proficiency in one skill when they are taken at a later level via multiclassing.
Skill proficiencies available to each class at Level 1:
* Barbarian: Any 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
* Bard: Any 3 skills.
* Cleric: Any 2 from History, Insight, Medicine, Persuasion, and Religion.
* Druid: Any 2 Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.
* Fighter: Any 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
* Monk: Any 2 from Acrobatics, Athletics, History, Insight, Religon, and Stealth.
* Paladin: Any 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
* Ranger: Any 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
* Rogue: Any 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
* Sorcerer: Any 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
* Warlock: Any 2 from Arcana, Deception, History, Intimidation, Investigation, and Religion.
* Wizard: Any 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.
==== Ranger ====
Rangers gain additional proficiencies depending on their Favoured Enemy:
In addition, a Ranger who chooses Urban Tracker as their favoured environment gains Sleight of Hand proficiency.
==== Bard ====
A Bard of the College of Lore subclass can choose any three additional Skills to gain proficiency in.
==== Warlock ====
Warlocks can gain proficiency in Deception and Persuasion by selecting the Beguiling Influence Eldritch Invocation when leveling up.
=== Expertise ===
Expertise allows a creature to add its proficiency bonus when making a corresponding ability check. While it is possible to have proficiency expertise in a skill at the same time, they do not stack.
Sources of expertise that require prior proficiency in the respective skill include:
* Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
* Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.
Sources of expertise that require prior proficiency in the respective skill include:
* Knowledge Domain Clerics can select two skills to master amongst Arcana, History, Nature and Religion at level 1. 
* The Actor feat gives expertise in Deception and Performance.
* Rock Gnomes have expertise in History.
* The Illithid Expertise feature grants expertise in Persuasion, Deception, and Intimidation. 
== Instrument proficiency ==
Instruments can be used to entertain and distract crowds. When a character proficient in an instrument plays one, nearby people might approach and gather to listen. If they perform well on a Performance check, those gathered might toss gold to the performer as well.
Taking one level of will grant proficiency. Otherwise, a character can take the Feat Performer, or pass one of two Charisma (Performance) checks while helping Alfira with her song in the Druid Grove.
== Unused proficiencies ==
Some NPCs have two special weapon proficiencies unavailable to the player character and their companions. The weapons for these proficiencies cannot be normally obtained and are only referred to in the game files.
Class weapon proficiencies	Class weapon proficiencies
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Category:Gameplay mechanics