Non Weapon Proficiencies

## **Non Weapons Proficiencies**

These got their start in 2nd Edition Dungeons and Dragons and now I’m bringing them back. Why? Because they give the player much more customization for their characters and add flavor to the game. On the surface, it may appear that the Skills from 5th Edition cover these things, and to some degree, they do. A DM can find a skill check for a character to make that would cover it, sure, but this makes all characters follow the same path on skills and I think this will give a more unique flavor to the characters now.

EDIT: In some cases, players won't have the opportunity to learn a new Non-Weapon Proficiency during adventuring, which creates issues with how your character learned them. So I am changing this to something that can be more easily explained during character creation.

When you create your character in the Greyfeather setting, your character will have 3 Non-Weapon Proficiencies. You can choose those from the list I've provided. You will not gain any further NWP's during adventuring unless you have the time to train them with a trainer. If you choose to learn a new NWP, you will need to declare this with the DM and spend the time, but the maximum amount of NWP's that a character can have is the original 3 you have at character creation, +1 per Intelligence modifier (Minimum of 0, no negative numbers due to low Intelligence).

NWP checks are the same as skill checks only with Advantage, meaning, you take your proficiency bonus, plus your attribute modifier, plus your dice roll to determine if you succeed. The DM will provide the DC for the check at the time of your roll.

With skills, it required extended periods of time to gain a proficiency in something you weren’t previously proficient in, but with NWP’s, the time is less due to the customization of the skill. To learn Stealth from the ground up, it would take a long time to accomplish this, but with Tightrope Walking, for example, you could gain proficiency in that ability in a much shorter time, due to the streamlined ability it is. The DM will provide you with the learning time when the NWP is chosen and where you can locate someone to train you in it.

If there is a specialized NWP that you can think of that isn’t covered below, talk to me and we’ll see if we can’t work it up into a NWP that you can use.

This is an experiment to give each character more customization.

## **List of Non Weapon Proficiencies**

Agriculture                                                                                           Intelligence

Ambidextrous                                                                                      Dexterity

Ancient History                                                                                    Intelligence

Ancient Languages                                                                             Intelligence

Animal Husbandry                                                                              Intelligence

Animal Lore                                                                                        Intelligence

Animal Training                                                                                  Wisdom

Appraising                                                                                          Intelligence

Armorer                                                                                              Intelligence

Astronomy                                                                                          Intelligence

Bowyer/Fletcher                                                                                 Dexterity

Camouflage                                                                                       Intelligence

Carpentry                                                                                           Strength

Cartography                                                                                      Intelligence

Cobbling                                                                                            Dexterity

Cooking                                                                                             Intelligence

Dancing                                                                                             Dexterity

Disguise                                                                                            Charisma

Endurance                                                                                        Constitution

Engineering                                                                                      Intelligence

Etiquette                                                                                           Charisma

Fishing                                                                                              Wisdom

Forgery                                                                                             Dexterity

Gaming                                                                                            Charisma

Gem Cutting                                                                                     Dexterity

Heraldry                                                                                           Intelligence

Herbalism                                                                                        Intelligence

Hunting                                                                                            Wisdom

Juggling                                                                                           Dexterity

Knife Throwing Dexterity

Local History                                                                                  Charisma

Mining                                                                                              Strength

Modern Languages                                                                        Intelligence

Mountaineering                                                                               Strength

Musical Instrument                                                                         Dexterity

Navigation                                                                                        Intelligence

Painting                                                                                            Wisdom

Pottery                                                                                              Dexterity

Reading Lips                                                                                    Intelligence

Riding,Land based                                                                          Wisdom

Rope Use                                                                                        Dexterity

Seamanship                                                                                    Dexterity

Seamstress                                                                                      Dexterity

Singing                                                                                            Charisma

Stonemasonry                                                                                 Strength

Swimming                                                                                        Strength

Tightrope Walking                                                                           Dexterity

Tracking                                                                                          Wisdom

Trapping Wisdom

Tumbling                                                                                          Dexterity

Ventriloquism                                                                                  Intelligence

Voice Mimicry Intelligence

Weaponsmithing                                                                             Intelligence

Weather Sense                                                                                Wisdom

Weaving                                                                                          Intelligence

## **Descriptions of Non Weapons Proficiencies**

**Agriculture:** This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals, and butchering. Tasks that require proficiency checks include designing or making an irrigation system, and weed and pest control. The animal empathy and climate sense traits each provide +2 bonuses to relevant agriculture proficiency checks.

**Ambidextrous:** A character with this skill is able to use either hand to do even the most intricate work, including swinging a weapon. Those with this skill do not suffer off-hand penalties when wielding a weapon. A character can write with either hand equally proficiently as well.

'*Ancient History:'* Characters with this proficiency are familiar with the legends, rulers, and writings of a specific historical period in the campaign world. They will recognize, without a proficiency check, items, scrolls, artwork, etc. of that period. They will know the main historical figures, such as kings and powerful villains, and the major circumstances of those individuals' lives and deaths. With a successful proficiency check they will recall lesser figures, such as lords, knights, and heroes, and recall legendary tales, important sigils, and perhaps be able to decipher a small bit of text, symbols, or hieroglyphics. The obscure knowledge trait provides a **+3** to this character's proficiency rating.

**Ancient Languages**: Adventurers with this proficiency are familiar with at least one ancient language-i.e. they have the reading/writing proficiency with the chosen languages. If confronted with an example of a historically related language, they can decipher about a paragraph of that tongue with a successful proficiency check. For each character point spent on this proficiency (after initially acquiring it) add one additional ancient language to the list of languages a character knows fluently. The precise memory trait provides a +2 to this proficiency rating.

**Animal Husbandry:** A character with this proficiency has extended knowledge about farm animals and domesticated animals. How to raise them, feed them, birth their offspring and a reasonable amount of knowledge on how to take care of them medically. A character with the Animal Lore proficiency has a +2 to their Animal Husbandry skills checks.

**Animal Lore:** Adventurers with animal lore have a store of knowledge about animal behavior, and without any proficiency check will know the basic feeding and social habits (i.e. herding, nesting, etc) of animals with which they have past experience. With a proficiency check, a character can determine whether an observed animal is intending to attack or to flee, or predict that animals will come along a trail at a certain time of day. The character can imitate the calls of wild animals (except for very large creatures). A successful check means that the imitation is virtually perfect, and even fools animals of the same type. A failed check might fool other characters, but will not deceive the animals.

**Animal Training:** when players choose this proficiency, they must declare what type of creature their characters will learn to train. Suggestions include dogs, falcons, parrots, horses, pigeons, elephants, and ferrets. More exotic animals can be chosen at the DM's option. Monsters with animal intelligence are another possibility, though they can be difficult to control-in effect, requiring more frequent proficiency checks. Training of an animal requires a rather lengthy period of time-a matter of weeks, at least, for even the most basic tasks. A character who spends this amount of time will succeed at the training (no check necessary). Such tasks include dogs being trained to stay, come when summoned and guard a specific location; pigeons returning to the roost, falcons hunting and killing game; and horses bearing saddles and obeying simple riding commands. More elaborate tasks also take time to teach, and these require proficiency checks: dogs patrolling a circuit, or retrieving specific objects; and horses performing the maneuvers of a knightly charger are examples.

**Appraising:** This skill allows the character to make generally accurate (+ or -10%) assessments of common objects, including items made of precious metals and gem, stones. The character can also assess, to + or -25%**,** the value of objects of art, tapestries, furniture, weapons, etc provided a variety of these items are present in the game world. These assessments require no proficiency checks and the DM can roll (d20 or d100) to determine the accuracy of the appraisal. A character who passes a proficiency check will be able to identify a forgery of a valuable object, to make a very accurate assessment of the value of a common item (within 5%), or to make a general assessment of the worth of an uncommon item, including artifacts. The DM may wish to roll this check, and on a roll of 20 the character makes a wildly inaccurate assessment.

**Armorer:** A character with this proficiency can make the types of armor typically available in the campaign world. The armorer requires the proper raw materials (plate metal, tough leather, etc) and enough time to do the job properly. Time ranges from about two days for a shield to 40 days for a suit of plate mail armor. No proficiency check is required generally, though if the armorer tries to rush the job or work with less than adequate materials a proficiency check should be rolled to determine if the character is successful. The armorer can also make field repairs to armor that has been damaged through use. These repairs always require proficiency checks, and if the check fails the armor or shield is lost.

**Astronomy:** A character proficient in this skill has detailed knowledge of the relative movement of stars, moons, and planets. The character can predict with complete accuracy the arrival of eclipses, comets, and other cosmic phenomena (evening and morning stars, full moons, etc) The astronomer can identify numerous stars and constellations, and gains a +3 bonus to all checks made using the navigation proficiency, providing that the stars can be seen.

**Bowyer/Fletcher:** This character can make bows and arrows (but not arrowheads) of the types available in the campaign world. Given appropriate materials, the character can successfully make a bow or 2-12 arrows in a day. (Note that finding the right branch for the bow, or the proper shafts and feathers for the arrows might take several days of searching!) Weaponsmiths are required to make good steel arrowheads. If none are available, the character can fire harden the wooden tips of his arrows, but these weapons suffer a -1 penalty on all damage rolls, and any arrow that misses its target is 50% likely to be broken.

**Camouflage:** A character with this ability is adept at making themselves nearly invisible when given the time to prepare. With 5 minutes of preparation, they can add +5 to their Passive Stealth (10 + Stealth skill modifier). With 10 minutes, they can add +10 to this same Passive Stealth. Any movement will nullify the effect.

**Carpentry:** This character knows the basics of working with wood and can create-with no check required-small structures, fences, platforms, cabinets, carts and wagons. The carpenter can make wooden wheels, but a blacksmith must form the iron rim or the wheel will have a very short life expectancy. A carpenter might build a short footbridge, a wooden clock, or a dumbwaiter system-these tasks will require a proficiency check. Larger projects such as major bridges, boats or catapults, require the aid of a character with the engineering proficiency.

**Cartography:** A character with this skill is adept at making maps, identifying terrain features, estimating elevation in the land they are standing on and in the distance and estimating distance from points they can see. All of these require a skill check.

**Cobbling:** A character with this skill can makes shoes, boots, and sandals. No checks are normally required, but if the character attempts a field repair of damaged footwear, or tries to fashion shoes from wood or leather that has been scrounged up, a successful check is needed.

**Cooking:'''** **This character knows the basics of food preparation, and he can generally cook, bake, fry, and so forth without a proficiency check. Checks are required if the character attempts to prepare truly gourmet meals, or tries to make a palatable dinner out of unpalatable ingredients-grubs, roots, and bark, for example.**

**Dancing:** The character knows and can perform the moves of many types of dances, including some that involve precise and detailed steps. All dances common to the character's society will be familiar. Rare, archaic, or unusual dances will be known with a proficiency check. Also, characters who have had a chance to observe an unknown dance can perform it (-2 modifier, +1 for each time after the first that it is seen performed). Truly spectacular dances-the kind that win character's campaign-wide acclaim-combine elements of dance proficiency with skills of tumbling and tightrope walking.

**Disguise:** Characters trained in this proficiency can conceal their appearance through makeup and costuming. If they seek simply to alter their appearance without concealing size, sex, or race-for example, to go out in a city without anyone discovering what they look like-they can succeed without a proficiency check. If the task is more difficult-the character in disguise meets and talks with an acquaintance, for example-a successful proficiency check is required. Characters who try to alter the appearance of their sex, race, or size, must make successful proficiency checks with a -2 penalty for each category. Characters who attempt to disguise themselves as specific persons must make proficiency checks when they encounter and speak with someone who knows the other individuals. All of these checks suffer an inherent -2 penalty. Note that the talent of impersonation (see traits) can improve a characters success with the disguise proficiency.

**Endurance:** A character with this proficiency can perform continual strenuous physical activity for twice as long as a normal character before becoming exhausted. If the character is ever required to make a Strength/Stamina check or a Constitution/Fitness check, the character can add his endurance score to his success number.

**Engineering:** This proficiency is required for the design and construction of objects and installations of all sizes. Note that carpentry, stonemasonry, blacksmithing, or other proficiencies also might be necessary for the actual building. Characters can design and supervise the building of houses, boats, small bridges, palisades, and towers-of up to about 30 feet high without proficiency checks. Characters with this skill can try to design large bridges, fortresses, ships, war machines, locks and dams, and other more complicated projects. Plans for these types of objects generally require at least a week-more if an exceptionally large project is being attempted. Complicated tasks require successful proficiency checks before a workable design can be made. If a check fails on a roll of less than 20**,** however, the engineer will be aware of the failure and can seek to create a new design-go back to the drawing board, so to speak. On a roll of 20, the design is flawed but the danger will not be discovered until after the object is built.

**Etiquette:** Characters with this skill are familiar with the typical manners of formal interaction-at least as they relate to the culture in the campaign world. They know what fanfares are required to greet royal visitors, how to seat the lords and ladies at a table, how to organize the reception line, and how everyone is to be addressed. None of the tasks require a proficiency check. When dealing with a foreign or completely unknown culture, the characters must pass proficiency checks to correctly gauge the required etiquette. The check should be modified-+2 if the foreigners are the same race as the character, +1 or more if the character has had some time to observe the foreigners.

**Fishing:** A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or saltwater fish.

**Forgery:** This proficiency indicates a skill at creating false documents, mimicking the handwriting of others, and detecting forgeries. No check is required if the character is simply trying to duplicate a style of writing-the issuing of an anonymous military decree, for example. Characters trying to duplicate the signatures of specific individuals must see those signatures; the DM rolls the proficiency checks secretly to see if the forgeries are successful. If a character writes a longer message in a specific hand, the DM rolls the check with a -2 modifier. The DM should also roll the check if a character seeks to determine if another document is a forgery. On a *20,* the character makes the wrong assumption, whereas a failure with less than 20 means that the character is not sure of the truth or falsehood of the sample.

**Gaming:** A character with this proficiency is familiar with all manner of gambling games. A successful proficiency check means the character will win a given game being played with NPC-although cumulative negative modifiers should be assigned for each NPC with the gaming proficiency. Subtract 1 for each proficient NPC, with *-2* for those with higher than basic gaming expertise. The character might try to cheat, which confers a +3 to the gaming proficiency score and requires a check. If the proficiency check rolled is a 20, the character gets caught cheating, even if no NPC have the gaming proficiency. Add one to this spread for each NPC with gaming proficiency-i.e., if two others have this skill, the cheater will be caught on a roll of 16-20**.**

**Gem-cutting:** A character with this proficiency each day can work 1d10 uncut stones into finished gems. The worker needs good light and an assortment of chisels, hammers, and hard cutting blades. The gem cutter can do decent work without a proficiency check; the stones cut will be valued in the typical range for that type of gem. However, if the cutter seeks to do ‘a unique and very high-quality job, a proficiency check is called for. Failure means the stone is destroyed, but success results in a gem of double the usual value.

**Heraldrv:** These characters are familiar with the heraldic symbols of their own lands, and those of neighboring lands. The characters can make proficiency checks when confronted with unusual or rare symbols; success means that they can identify the symbols. A character with the obscure knowledge trait gains a ***+2*** bonus to the use of this proficiency.

**Herbalism:** This skill indicates that a character is familiar with the uses of natural plant products for good and ill. If a character spends a day searching the woods, and makes a successful proficiency check, enough herbs, fungi, roots, leaves, pollen, and pulp has been gleaned for 2d6 doses. The most common use of these herbs is as an aid to healing; one dose of herbs can be used in conjunction with the healing proficiency (by the herbalist or another healer). This dose adds + 1 point to the wounds cured by a successful healing proficiency check. Even if the healing check fails, the herbs still restore the 1 hit point. With no healing proficiency, the herbs can still be used, but the herbalist needs to roll a successful check to restore the 1 hit point. The herbs also can be used to create a poison, either ingested or injected. A single use of poison requires two doses of herbs. The lethality or other effects of the poison (paralysis, unconsciousness, delusions, etc.) must be worked out with the DM.

**Hunting:** The hunting proficiency allows a character to find game and get reasonably close to it. The actual kill is handled using rolls to hit and for damage. Hunting is a proficiency that always requires a successful proficiency check when it is used. If the check is successful, the hunter will reach a position within 1d 100 + 100 yards of the quarry. Generally it will take about 2-12 daylight hours to reach this position, though an abundance or scarcity of game can decrease or increase this time at the DM's option. Night hunting might be possible for characters with darkvision. The hunter also possesses a basic skill at removing skin from an animal, and butchering the carcass into usable meat. These tasks require no checks.

**Juggling:** A character with this proficiency can juggle up to three small objects without a proficiency check. Additional objects can be added, but a check is required; use a -1 modifier for each item beyond the fourth. Checks are also required for spectacular feats, such as juggling lighted torches or whirling scimitars, with failure meaning that 1d4 items are dropped. The potential for damage or disaster is left to the DM. This skill is primarily useful for entertainment or diversions, though characters with the juggling proficiency have a chance to catch small objects-such as darts or daggers-that are thrown at them. They must be facing the source of the attack to make such an attempt, and they must make a proficiency check with a -2 modifier. Failure means they are automatically hit by the thrown objects.

**Knife Throwing:** The character is considered proficient with throwing balanced knives accurately. This allows them to use their Proficiency Bonus, along with their Dexterity Modifier to their "to hit" roll when throwing a knife. This also allows them to add their Dexterity Modifier to their damage roll.

**Local History:** The character knows all about the background of a specific area in the campaign world and can use this knowledge to entertain and enlighten others, gaining a *+2* bonus to the reaction rolls of NPCs from that area. If a specific question comes up-the identity of a knight's banner seen in the distance, for example-the character can make a proficiency check, with success indicating the correct tidbit of information.

**Mining:** A character with the mining proficiency can select the site of a mine and supervise its excavation and operation. Mining proficiency checks are best made for a player by the DM, since the character will not learn for some time whether his suppositions about a potential mine were accurate.

**Modem Languages:** The character has learned one or more languages, other than his native tongue, that are contemporary to the campaign world. For each additional character point spent on modern Languages, the character can speak one additional language.

**Mountaineering:** A character with this proficiency is skilled in the use of hammer and pitons (spikes) to secure a route up a mountainside. He also knows how to use the rope and brackets that can link a party of climbers. A proficient character can make a route across a steep section of rocks, and by the use of ropes allow other, non-proficient characters to follow. No proficiency check is required unless the DM declares that a route is very perilous-steeply pitched, with few hand and foot-holds, and those that exist are tiny or loose. If a character connected to the mountaineer by rope falls, the mountaineering character can make a proficiency check; success means that the other's fall has been arrested. Failure means that the other character continues to fall, and failure by a roll of *20* means that the mountaineer is pulled down, too. Characters with the mountaineering proficiency can add their proficiency rating to their percentage chance of climbing any surface; this includes thieves using the climb walls special ability.

**Musical instrument:** The character can play a specific type of musical instrument, adding an extra instrument for every character point expended on this proficiency after its initial purchase. The skill enables the character to play the instrument very well, though a proficiency check might be required when attempting a very difficult piece.

**Navigation:** Characters with the navigation proficiency know how to fix their locations on the seas and oceans of the campaign world by observing celestial clues. Characters with a sextant (not necessarily available in all campaigns) and a compass, and who can see the stars or observe a sunrise or sunset, will know where they are-no proficiency check is necessary. Such a skilled character can navigate across entire oceans without becoming lost, though bad weather can obscure the celestial clues and blow a vessel far off course. If a character does not have the proper tools, or is forced to work with only a general idea of direction (fog obscures the sunset, for example), the DM should secretly make the proficiency check. Success means the character is reasonably accurate in plotting the days course. Failure means an off-course error that varies by the extent of the failure-a roll of *20* has the character going practically the exact opposite direction!

**Painting:** A character with this proficiency is skilled at rendering images with oil, brush, and canvas. The artist can create reasonable portrayals of people, landscapes, and monsters, and he possesses a knowledge of perspective, shading, and composition.

**Pottery:** The character can create ceramic vessels, jars, bottles, plates, bowls, etc.-of whatever type are in use in the campaign world. A serviceable piece of crockery can be made without a proficiency check. If the character attempts to make a fine-quality piece, it will take about three days for an average-sized object-and a successful proficiency check. Failure means the object is useless; success indicates the degree of excellence, with a roll of 1 indicating that the character has created a work of unique value.

**Reading Lips:** Characters possessing this proficiency have a chance to understand the speech of those they can see but not hear. The speaker must be clearly visible, less than 30 feet away, and well-illuminated-characters cannot lip-read with darkvision. If the speaker is addressing the lip reader and intends to be understood, no proficiency check is necessary. If lip readers attempt to "overhear" speech not directed to them, proficiency checks are required. Success means the gist of the words come through.

**Riding, Land Based:** This proficiency means you are skilled at riding a land based mount, such a horse, donkey, other smaller types of mounts. Without this particular skill proficiency, you might be required to make Dexterity checks to remain in the saddle during complicated maneuvers.

'*Rope '***Use:** A character with this proficiency can tie knots of all kinds without a proficiency check. The character adds +2 to all mountaineering proficiency checks that involve rope and also gains +10% to climbing chances-if the climb involves a rope. If the character is tied up with ropes, or seeks to untie a permanent knot, a proficiency check is required. Success means that the bonds or knots come undone in 2d6 minutes.

**Seamanship:** These characters are trained to help operate galleys and sailing ships. They can row, hand rigging, steer a helm, patch canvas, and repair hulls (with tar or pitch). This proficiency does not allow characters to navigate. The captain of a vessel, who presumably possesses this skill at a high level, must make proficiency checks to avoid certain hazards of the sea. Such a seaman might take the ship into a reef-lined bay with no difficulty if a local pilot is there to act as a guide. But if the captain has to pick a path through coastal breakers, a failed check might mean a bump on the bottom of the hull, or that the ship has run aground. Bad weather and treacherous currents can penalize theseproficiency checks, while fair breezes and superb visibility should convey positive modifiers.

**Seamstress:** A character with this skill is able to mend cloth items with amazing skill without having to make a proficiency check. With a successful skill check, they can even craft items that can be worn. To make something elaborate or of high quality might require more than one skill check.

**Singing:** The character knows and can perform the many types of songs, including some that involve complex or difficult notes. All songs common to the character's society will be familiar. Rare, archaic, or unusual songs will be known with a proficiency check Also, characters who have had a chance to hear an unknown song can perform it (-2 modifier, +1 for each time after the first that it is heard). The character can compose his own songs, including choral works, with a successful proficiency check.

**Stonemasonry:** A character with this skill knows how to excavate stone from quarries, cut that stone into blocks, make bricks, mix mortar, lay stone or brick, and carve simple designs and symbols into stone. The mason can lay cobble stones or bricks for roads and courtyards, and the work can include small arches and cantilevered platforms. None of these tasks require proficiency checks. The character's tools include hammers, chisels, trowels, block and tackle, plumb lines, shovels, and wedges. If fully equipped, a typical mason can build a wall, 10' long, 5' high and 1 'thick, in one day-if the stone is already cut. The character can erect walls, buildings, pillars, stone abutments for bridges, etc. The character can step up the work by making a proficiency check. Also, if the stonemason doesn't have the benefit of the engineering proficiency, checks must be made for wall sections higher than 10', and for structures involving arches or elaborate corners. A dwarven character receives a **+2** bonus when taking this proficiency.

**Swimming:** This useful proficiency allows characters to swim according to the AD&D game rules for water movement (see the *Player's Handbook* for more information). Characters without this proficiency are considered untrained swimmers, and they can do little more than hold their breath and float. Proficient characters can perform most swimming tasks without any checks. For each character point added to this proficiency after its initial purchase, swimmers can add 5’ to their movement rates in water.

**Tightrope Walking:** The character with this proficiency can balance on ropes, wires, slender beams, and other narrow, perilous surfaces. A typical movement rate is 60 feet a round, though an upward angle will slow this. Ascents and descents of 45 degrees or more are not possible. The character does not require a proficiency check if the surface is at least 4" wide. Narrower surfaces require checks, with failure indicating a fall. If walking on a flat surface more than an inch wide, the character receives a +3 modifier to the check. A balance pole adds another *+2* modifier, though high winds or a moving surface can contribute significant negatives. If the character makes an attack or suffers damage while balanced on a rope, a proficiency check is required. Failure signals a fall. Subtract the number of points of damage the character suffered from the proficiency rating when this check is made. Attacks made while on the rope suffer -5 penalties on attack rolls. Also, a character walking on a tightrope has limited maneuverability and therefore does not gain an AC bonus for Dexterity.

**Tracking:** Rangers gain a +5 bonus to their tracking rating. Characters with the animal lore proficiency gain +2 to their proficiency rating when tracking animals-either wild or domesticated.

**Trapping:** Using this NWP grants the character the ability to set snares for animals with no proficiency check required. The base chance that they will catch something is up to the DM, but the snare won’t be the reason why. This does not translate to setting snares for humanoids.

**Tumbling:** Characters with this proficiency can roll, somersault, stand on their hands, flip forward and backward, and otherwise perform feats of acrobatics. They can only perform tumbling feats if unencumbered or lightly encumbered. Tumbling characters can improve their AC by 4 on a given round if: they avoiding attacks directed against them, win initiative, and elect not to attack that round. A tumbling character can move up to *20* feet, or remain in one place, during the course of this evasion. In unarmed combat a character with tumbling ability improves attack rolls by *+2.* The character can attempt to dodge through obstacles or escape through narrow apertures, but successful proficiency checks are required. If the character topples from a height of 60 feet or less, a successful proficiency check results in suffering only half damage from the fall.

**Ventriloquism:** Characters using this skill can make others believe that sounds and voices are coming from somewhere else. Such a character must pass a proficiency check to deceive an audience. This roll might be modified by some of these factors: the intelligence of the listeners (+/-3); the distance from the ventriloquist to the apparent source of the sound (not more than *20* feet); the believability of the ventriloquist's words and sounds; whether the audience can observe the proficient character; and the length of the ventriloquism display.

**Voice Mimicry:** Characters using this skill can imitate the voices of others that they have heard before, gaining advantage on any rolls used to deceive another. After listening to someone clearly for 1 minute, they can gain this advantage on any roll they need to make to deceive someone that the voice they are using belongs to them.

**Weaponsmithing:** This proficiency allows a character to create metal weapons. A character who seeks to create a truly exceptional weapon, can make a proficiency check after the item is completed. If the check fails, the weapon is useless, melted down for its bare metal; if the check succeeds, the character has created a weapon that is worth *50%* more than the typical example. These are the kinds *of* weapons selected by wizards for enchantment. Dwarves net a + 1 bonus to their rating with this proficiency.

**Weather Sense:** A character with this proficiency has knowledge of winds, humidity, clouds, and seasons and can accurately predict the immediate weather simply by looking at the sky. With a proficiency check the character can guess what's likely to happen during the next 12 hours. Modify the check up to +/-6, with a *0* modifier to predictions for the weather *six* hours ahead.

**Weaving:** A character with this skill can weave yarn into cloth, and he can create tapestries, cloaks, and other large swaths from thread. The character can spin wool into yarn with a spinning wheel, and he needs a loom to artfully weave that yarn. Halflings get a +1 bonus to their rating with this proficiency.