Expert

# Levels of Proficiency

Skills, Weapon groups, and Armor types all have Proficiencies that you can train in. There are three levels of training that a character may have: Untrained, Proficient, and **Expert**.

For each of your Proficiencies, your proficiency check modifier for that proficiency is equal to:

* the ability modifier for that proficiency if you are untrained.
* the ability modifier plus your proficiency bonus (+2) if you are trained.
* the ability modifier plus your expertise bonus (+3) if you have expertise.

As you go up in level, your Proficiency and Expertise bonuses increase as follows:

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Untrained

All characters have a basic capacity to performed actions, due to their ability scores. If you are untrained in a skill, armor type or weapon group, you use your base ability modifier as your check modifier.

Certain weapons, armors, skill actions, and other actions are listed as trained only, or even expert only. If an action is listed as **trained only** or **expert only**, you grant advantage while attempting the action if you do not have training. If a weapon or armor is listed as **trained only** or **expert only**, you grant advantage while wielding that weapon or wearing that armor.

When you are Untrained, Training always grants you Proficiency.

## Proficient

Characters may gain training in one or more skills, armor types, or weapon groups.

* When you are Proficient in a skill or weapon group, you gain a +2 Proficiency bonus to your check modifier.
* When you are Proficient in an armor type, you reduce the armor check penalty for all armor of that type by your training bonus.

Certain actions, weapons, and armor have the trained only property.

* An action with the 'trained only' property may only be attempted as a stunt, and suffers a -5 penalty to your check result. While you attempt the stunt, you grant advantage.

* A weapon with the 'trained only' property may not be effectively wielded by a character who is untrained in any of that weapon's weapon groups. A character may attempt to attack with such a weapon, but they may not perform opportunity attacks or gain advantage, and they grant advantage as long as they are wielding the weapon.

* Armor may also have the 'trained only' property. A character wearing armor with this property that they are not proficient in grants advantage as long as they wear the armor, and may not gain advantage.

When you are Proficient in a skill, additional Training grants you Expertise.

## Expert

Characters who are already Proficient in a skill, armor or weapon group may choose to gain Expertise in that skill or weapon group instead, when a feat or class feature would grant them Training. Expertise grants an additional +1 Expertise bonus to your check value, in addition to your +2 Training bonus.

* When you make a skill check to perform an extended action using a skill you have Expertise in, you may choose to treat your check value for that extended action as if you had rolled a 10, instead of rolling. If there is no risk associated with failure, you may also choose to take ten times the normal amount of time required to perform an extended action to treat your check value for the extended action as if you had rolled a 20, instead of rolling.

* When you make an attack with a skill or weapon group that you have Expertise in, add your Expertise bonus to your damage, and you achieve a critical hit if your attack check exceeds the targeted defense by 10 or more.

* When you are wearing armor that you have Expertise in, you reduce the armor check penalty for that armor by your Expertise bonus.

* When wearing a shield that you have Expertise in, you gain your Expertise bonus to your cover bonus against opportunity attacks, area attacks and ranged attacks, and reduce the shield check penalty for that shield by your Expertise bonus.

Certain actions, weapons, and armor have the expert only property.

* An action with the 'expert only' property may only be attempted as a stunt if you are trained, and suffers a -5 penalty to your check result. While you attempt the stunt, you grant advantage.

* A weapon with the 'expert only' property may not be effectively wielded by a character who does not have Expertise in any of that weapon's weapon groups. A character may attempt to attack with such a weapon as a standard action, but they may not perform opportunity attacks or gain advantage, and they grant advantage as long as they are wielding the weapon.

* Armor may also have the 'expert only' property. A character wearing armor they do not have Expertise in grants advantage as long as they wear the armor, and may not gain advantage.

# Armor and Shields

File:Placeholder
Armor is one of the most basic ways for your character to defend themselves from harm. There are two kinds of armor - light armor, which is flexible and doesn't encumber movement, and heavy armor, which offers better protection but at the cost of mobility.

Your Armor defense is equal to armor's base defense + your Proficiency with that armor type. Your light armor proficiency is based on your Dexterity, while your heavy armor proficiency is based on your Constitution. Most physical attacks, including basic melee and ranged attacks, target your Armor.

## Light Armor

All light armor offers protection based on your Dexterity modifier. When wearing light armor, your armor defense is equal to the armor's base defense plus your light armor proficiency.

### Cloth

Cloth armor offers no protection, but also causes no penalties, and does not require proficiency to wear. If you are not wearing any other form of armor, you are treated as if you were wearing cloth. There is no Proficiency requirement for cloth.

### Leather

Leather armor offers some protection against weapon attacks, but requires proficiency to gain any real defensive advantage from wearing it.

 Armor Defense

 Check Penalty
 Encumberance:

### Hide

Hide armor offers slightly better protection than leather, but is somewhat heavy, imparting a slight penalty to certain skill checks. If you do not have proficiency in light armor, you grant advantage while wearing Hide, and cannot gain advantage.

 Armor Defense

 Check Penalty
 Speed Penalty:

## Heavy Armor

All heavy armor offers protection based on your Constitution modifier. When wearing heavy armor, your armor defense is equal to your armor's base defense plus your heavy armor proficiency. All heavy armor imparts an encumberance penalty, reducing your character's speed and reflex by 1.

### Chain

Mail armor is made out of an interlocking weave of metal rings or small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in Mail armor, you grant advantage while wearing it, and may not gain advantage.

Chainmail is made out of an interlocking weave of metal rings, providing good protection while somewhat encumbering the wearer.

 Armor Defense

 Check Penalty
 Encumberance:

Scalemail is made out of an interlocking weave of small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in heavy armor, you grant advantage while wearing Scalemail, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:

### Plate

Plate armor is a rigid carapace of metal, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in Plate armor, you grant advantage while wearing it, and may not gain advantage. You must be proficient in Chain armor before you may gain training in Plate armor.
Half plate is a rigid metal breastplate, girdle, shoulder guards, vambraces, gauntlets, and boots, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in heavy armor, you grant advantage while wearing half plate, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:

Fullplate is a rigid carapace of metal, providing excellent protection at the cost of fine dexterity and speed. If you do not have expertise in heavy armor, you grant advantage while wearing it, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:

## Shields

Shields may be worn with armor to further defend against attacks. Shields are a Proficiency based on your Strength ability modifier - if your Shields Proficiency is higher than your Armor Proficiency for the armor type you are wearing, you may add your Shield Proficiency modifier to your armor's base defense to determine your total Armor defense, instead of your Armor Proficiency modifier.

In addition, wearing a shield grants you cover vs. all attacks that target you, but incurs a penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields. If the penalty would be reduced below 0, apply any further reductions to the shield's encumberance penalty.

### Light Shield

Light Shields leave your off-hand free for non-weapon tasks, and grant you a +1 cover bonus while incurring a slight penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields.

 Armor Defense
 Cover Bonus:

 Check Penalty
 Encumberance:

### Heavy Shield

Heavy Shields require the use of the shield hand to support and direct the shield, but grant you a +2 cover bonus while incurring a significant penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills. This penalty is reduced by 2 if you are Proficient in shields, and further by 1 if you have Expertise with shields.

 Armor Defense
### Tower Shield

Like heavy shields, tower shields require the use of the shield hand to support and direct the shield. Unlike light or heavy shields, however, tower shields are cumbersome and unwieldy, and cannot be quickly maneuvered. A tower shield grants you a +5 cover bonus to a single side (attacks passing through an adjacent arc 3). You may adjust which arc your tower shield is covering as an immediate interrupt whenever you are attacked, and may also adjust it whenever you move or shift.

Tower shields incur a severe penalty to your Acrobatics, Athletics, Endurance, Stealth and Thievery skills, and incur an encumberance penalty to your speed and reflex that stacks with any other encumberance penalty from armor or carried loads. The check penalty is reduced by 3 if you are Proficient in shields, and further by your Expertise bonus if you have Expertise with shields.

 Armor Defense
# Weapons

Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons. While most weapons require some amount of training to use well, almost anyone can pick up a weapon and attempt to use it to deal damage to another creature.

Like all tools, weapons may be crafted as a masterwork or infused with magic to increase their damage and accuracy, and to give them additional magical properties. An enhanced weapon’s enhancement bonus is added to both the weapon’s attack and damage rolls.

## Weapon Groups

Weapons are divided into 10 categories, called weapon groups. Each group requires a certain amount of training to use accurately; your training in a weapon group is called Proficiency. Like skills, having proficiency in a weapon group grants you a +3 proficiency modifier when wielding a weapon in that group. In addition to the 11 weapon categories, there are two unarmed proficiencies, which represent training in bare-handed attacks.

### Unarmed

Unarmed attacks deal damage at close range. If you are not wielding a weapon, you may still make a basic unarmed attack, which deals 1d4 bashing damage. Your Unarmed proficiency is based on the higher of your Strength or Dexterity. Some weapons, such as katars, use the same essential proficiency as unarmed attacks.

### Grappling

Characters with at least one arm free may attempt to grab and hold other creatures. Your Grappling proficiency is based on the higher of your Strength or Constitution. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.

### Light Blades

Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; your Blades attack modifier is based on the higher of your Strength or Dexterity. Some Blades can also be used as Thrown weapons.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

### Flails

Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. Your flail proficiency is based on the higher of your Strength or Dexterity.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.

On a critical hit, the target is knocked prone.

### Swords

Swords are long, sharp bladed melee weapons that deal damage primarily through slashing attacks. Your Sword proficiency is always based on your Strength.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

### Bludgeons

Bludgeons are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges, although some bludgeons are augmented with spikes to increase their damage. Your Bludgeon proficiency is always based on your Strength.

This weapon gains a +5 bonus vs. heavy armor.

 Hit:
On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target is dazed until the end of your next turn.

 Attack:

This weapon gains a +5 bonus vs. heavy armor, and ignores resistance on a natural 20 attack roll.

 Hit:
On a critical hit, the target is dazed until the end of your next turn and pushed 2 paces.

 Attack:

This weapon gains a +5 bonus vs. heavy armor.

 Hit:
On a critical hit, the target is dazed until the end of your next turn and begins bleeding 5 ongoing damage.

### Hammers

Hammers are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Hammers can also be used as thrown weapons. Your Hammer proficiency is always based on your Strength.

On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target is pushed 2 paces and knocked prone.

On a critical hit, the target is pushed two paces and knocked prone.

### Spears

Spears are essentially light blade-like melee weapons affixed to the ends of poles, giving them a longer reach and better leverage for piercing armor. Your Spear proficiency is always based on your Strength.

On a critical hit, the target begins bleeding 5 ongoing damage.

### Polearms

Polearms are essentially heavy blades, axes, spears or maces affixed to the ends of staves, giving those melee weapons a longer reach and more momentum. Your Polearm proficiency is always based on your Strength. If you are proficient in a particular polearm weapon, you may use the higher of your Polearms proficiency or your proficiency with the polearm’s other weapon group to determine your attack roll with that weapon.

### Thrown Weapons

Thrown weapons are anything small enough or balanced enough to be picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as thrown weapons. Your Thrown proficiency is based on your Dexterity, but uses your melee damage bonus rather than your ranged damage bonus to determine damage. Some weapons are thrown weapons and also fall under a different weapon group, such as spear or light blade; you always use your Thrown proficiency when using the weapon at range, and use the weapon's other proficiency when performing a melee attack with that weapon.

Slipgrease bomb

Glitterdust bomb

Thunderstone bomb

Acid bomb

On a critical hit, the target is knocked prone.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target begins bleeding 5 ongoing damage.

### Bows

Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Your Bow proficiency is always use your Dexterity.

(Bodkin)

 Hit:
(Broadhead)

(Bodkin)

 Hit:
(Broadhead)

(Broadhead)

 Special:

### Crossbows

Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. Crossbows always use your Dexterity modifier to determine attack rolls.

Hand Crossbow | (off-hand load immediate crossbow weapon)
Light Crossbow | (versatile load immediate crossbow weapon)
Heavy Crossbow | (two-handed load move crossbow weapon)
Repeating Crossbow | (two-handed swift crossbow weapon)
# Skills

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Skills are more specific abilities that your character can learn. All characters in this game share 18 broad skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill uses a proficiency check modifier dependent on an ability base (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.

## Strength Skills

### Athletics

Athletics is used when running, jumping, climbing, swimming, or performing feats of strength.
Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.

 Failure

 Success
 Failure

 Special
 Failure

## Constitution Skills

### Endurance

Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath.
Your Endurance Proficiency is based on your Constitution. The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.

 Success
 Failure

 Success
 Failure

 Failure

## Dexterity Skills

### Acrobatics

Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds.
Your Acrobatics Proficiency is based on your Dexterity. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.

 Success
 Failure

 Effect:

### Stealth

Stealth is used to hide, move silently, and remain unseen.
Your Stealth Proficiency is based on your Dexterity. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.

 Special

 Effect:
 Special

### Thievery

Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats.
Your Thievery Proficiency is based on your Dexterity. The Thievery skill incurs an armor check penalty if you are wearing armor or a shield.

 Success
 Failure

 Success
 Failure

 Success
 Failure

 Effect:

## Intelligence Skills

### Arcana

Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics.
Your Arcana Proficiency is based on your Intelligence. The Arcana skill incurs an armor check penalty if you are wearing armor or a shield.

 Success

 Success
 Special

 Success

 Success

### Craft

Craft is used to construct or appraise items, weapons, armor, and architecture.
Your Craft Proficiency is based on your Intelligence.

 Success

 Success
 Failure

 Success
 Failure

 Success
 Failure

 Success
 Failure

### History

History is used to remember historical facts and useful information. When you perform any knowledge check that uses another skill, you may substitute History for the other skill at a -10 penalty.
Your History Proficiency is based on your Intelligence.

 Success

 Special
 Success
 Failure

## Wisdom Skills

### Heal

Heal is used when tending to the sick or injured.
Your Heal Proficiency is based on your Wisdom.

 Effect:

 Success
 Failure

 Success
 Failure

 Effect:
 Special

### Insight

Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to 10 + your Insight proficiency.
Your Insight Proficiency is based on your Wisdom.

 Special

 Special

 Failure

### Nature

Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics.
Your Nature Proficiency is based on your Wisdom.

### Perception

Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to 10 + your Perception check modifier.
Your Perception Proficiency is based on your Wisdom.

### Religion

Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles.
Your Religion Proficiency is based on your Wisdom.

 Target:
 Special

## Charisma Skills

### Bluff

Bluff is used to perform, act, fast-talk, lie, cheat, or seduce.
Your Bluff Proficiency is based on your Charisma.

 Special

 Success

### Diplomacy

Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact.
Your Diplomacy Proficiency is based on your Charisma.

 Success

 Special

### Intimidation

Intimidation is used to bully, frighten, or coerce others into doing your bidding.
Your Intimidation Proficiency is based on your Charisma.

 Success
 Failure

### Streetwise

Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services.
Your Streetwise Proficiency is based on your Charisma.