Non-weapon Proficiency List

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Proficiency Descriptions:

A-E Proficiencies

F-J Proficiencies

K-O Proficiencies

P-T Proficiencies

U-Z Proficiencies


Acquiring Proficiencies

Most of what a player character can do is defined by his race, class, and ability scores. These three characteristics don’t cover everything, however. Characters can have a wide range of talents, from the potent (and intricate) arts of magic to the simple and mundane knowledge of how to build a good fire. The character’s magical ability (or lack thereof) is defined by his class. Lesser abilities, such as fire building, are defined by proficiencies.

A proficiency is a learned skill that isn’t essential to the character’s class. A ranger, for example, may find it useful to know something about navigation, especially if he lives near an ocean or sea coast. On the other hand, he isn’t likely to suffer if he doesn’t know how to navigate; he is a ranger, not a sailor.

Even newly created, 1st-level characters have proficiencies. The number of proficiency slots that a character starts with is determined by his group, as shown in the Table below. Each proficiency slot is empty until the player “fills” it by selecting a proficiency.

Thereafter, as the character advances in experience levels, he gains additional proficiency slots. The rate at which he gains them depends on the group he belongs to. The Table lists how many weapon and nonweapon proficiency slots the character starts with, and how many levels the character must gain before he earns another slot.

  • Initial Weapon Proficiencies is the number of weapon proficiency slots received by characters of that group at 1st level.
  • Advancement (for both weapon and nonweapon proficiencies) tells how quickly a character gains additional proficiency slots. A new proficiency slot is gained at every experience level that is evenly divisible by the number listed. A warrior, for example, gains one weapon proficiency slot at every level evenly divisible by 3 (He gets one new slot at 3rd level, another at 6th, another at 9th, and so on.)
  • Initial Nonweapon Proficiencies is the number of nonweapon proficiency slots that character has at 1st level.

Unlike weapon proficiencies, in which some weapons are not available to certain character classes, all nonweapon proficiencies are available to all characters. Some nonweapon proficiencies are easier for certain character classes to learn, however. When a player selects a nonweapon proficiency from those categories listed under “Proficiency Groups” (see below) for his character’s group, it requires the number of proficiency slots listed. When a player selects a proficiency from any other category, it requires one additional proficiency slot beyond the number listed.


Using Nonweapon Proficiencies

When a character uses a proficiency, either the attempt is automatically successful, or the character must roll a proficiency check. If the task is simple or the proficiency has only limited game use (such as cobbling or carpentry), a proficiency check is generally not required. If the task the character is trying to perform is difficult or subject to failure, a proficiency check is required. Read the descriptions of the proficiencies for details about how and when each can be used.

If a proficiency check is required, the Table below lists which ability is used with each proficiency. Add the modifier (either positive or negative) listed to the appropriate ability score, this determines your “Proficiency Score”. Then the player rolls 1d20. If the roll is equal to or less than the character’s proficiency score, the character accomplished what he was trying to do. If the roll is greater than the character’s score, the character fails at the task (a roll of 20 always fails, even if your proficiency score is greater than 20.) The DM determines what effects, if any, accompany failure.

Of course, to use a proficiency, the character must have any tools and materials needed to do the job. A carpenter can do very little without his tools, and a smith is virtually helpless without a good forge. The character must also have enough time to do the job. Certainly, carpentry proficiency enables your character to build a house, but not in a single day! Some proficiency descriptions state how much time is required for certain jobs. Most, however, are left to the DM’s judgment.

The DM can raise or lower a character’s chance of success if the situation calls for it. Factors that can affect a proficiency check include availability and quality of tools, quality of raw material used, time spent doing the job, difficulty of the job, and how familiar the character is with the task.

When two proficient characters work together on the same task, the highest ability score is used (the one with the greatest chance of success). Furthermore, a +1 bonus is added for the other character’s assistance. The bonus can never be more than +1, as having too many assistants is sometimes worse than having none.

Nonweapon proficiencies can also be improved beyond the ability score the character starts with. For every additional proficiency slot a character spends on a nonweapon proficiency, he gains a +1 bonus to the character’s proficiency score. Character’s with proficiency scores of 20 or greater may be able to regularly succeed even at highly difficult tasks that incur significant penalties.

Many nonplayer craftsmen are more accomplished in their fields than player characters, having devoted all their energies to improving a single proficiency. Likewise, old masters normally have more talent than young apprentices—unless the youth has an exceptional ability score! However, age is no assurance of talent. Remember that knowing a skill and being good at it are two different things. There are bad potters, mediocre potters, and true craftsmen. All this has much less to do with age than with dedication and talent.


Proficiency Slots by Class
Class3 Initial Weapon Proficiencies Advancement Initial Non-weapon Proficiencies1 Advancement
Fighter 4 +1/3 levels 3 +1/3 levels
Paladin 4 +1/3 levels 3 +1/3 levels
Ranger 4 +1/3 levels 3 +1/3 levels
Barbarian 4 +1/3 levels 3 +1/3 levels
Berserker 2 +1/3 levels 3 +1/3 levels
Harper 4 +1/3 levels 3 +1/3 levels
Cleric/Specialty Priest2 2 +1/4 levels 4 +1/3 levels
Crusader2 2 +1/4 levels 4 +1/3 levels
Monk2 2 +1/4 levels 4 +1/3 levels
Shaman2 2 +1/4 levels 4 +1/3 levels
Holy Crusader2 2 +1/4 levels 4 +1/3 levels
Druid2 2 +1/4 levels 4 +1/3 levels
Mystic2 2 +1/4 levels 4 +1/3 levels
Mage/Specialist/Sha’ir 1 +1/6 levels 4 +1/3 levels
Runecaster 1 +1/6 levels 4 +1/3 levels
Spellsinger 1 +1/4 levels 4 +1/4 levels
Thief 2 +1/4 levels 3 +1/4 levels
Bard 2 +1/4 levels 3 +1/4 levels
Shadow Walker 1 +1/4 levels 4 +1/4 levels
Spy 2 +1/4 levels 3 +1/4 levels
Lone Wolf 2 +1/4 levels 4 +1/4 levels
Tinker 1 +1/2 levels 5 +3/2 levels
Psionicist 2 +1/5 levels 3 +1/3 levels

1 Add bonus slots for high Knowledge to the Initial number.

2 All Priest classes gain Religion as a bonus non-weapon proficiency.

3 The character’s Class, Kit, and Homeland may grant additional bonus proficiencies.

4 All characters gain a bonus Modern Languages proficiency for Common and their racial language (if any).


Proficiency Groups by Class
Class Groups
Fighter General, Warrior
Paladin General, Priest, Warrior
Ranger General, Warrior, Wizard
Barbarian General, Warrior
Berserker General, Warrior
Harper General, Rogue, Warrior
Cleric General, Priest
Crusader General, Priest, Warrior
Monk General, Priest, Rogue, Warrior, Wizard, Psionicist
Shaman General, Priest, Warrior
Druid General, Priest, Warrior
Mystic General, Priest
Mage/Specialist/Sha’ir General, Wizard
Runecaster General, Wizard
Spellsinger General, Wizard
Thief General, Rogue
Bard General, Rogue, Warrior, Wizard
Shadow Walker General, Rogue
Spy General, Rogue, Warrior
Lone Wolf General, Rogue
Tinker General, +1 of player’s choice
Psionicist General, Psionicist
  • Note: The character’s Kit and Homeland may significantly alter the list of available proficiency groups.

Proficiency Groups
General Proficiencies Slots Ability Modifier
Acting 1 Charisma -1
Agriculture 1 Intelligence 0
Alertness 1 Wisdom +1
Animal Handling 1 Wisdom -1
Animal Noise 1 Wisdom -1
Animal Rending 1 Dexterity +2
Animal Training 1 Wisdom 0
Artistic Ability 1 Wisdom 0
Athletics 1 Dexterity -1
Bargain 1 Wisdom -2
Begging 1 Charisma Special
Blacksmithing 1 Strength 0
Boating 1 Wisdom +1
Boatwright 1 Intelligence -2
Brewing 1 Intelligence 0
Bribery 1 Wisdom -1
Carpentry 1 Strength 0
Cartography 1 Intelligence -2
Cartwright 1 Strength 0
Chanting 1 Charisma +2
Chaos Shaping 1 Wisdom 0
Cheesemaking 1 Intelligence 0
City Familiarity 1 Intelligence 0
Clothesmaking, Crude 1 Intelligence -1
Cobbling 1 Dexterity 0
Cooking 1 Intelligence 0
Craft Instrument 2 Dexterity -2
Crowd Working 1 Charisma +2
Dancing 1 Dexterity 0
Danger Sense 2 Wisdom +1
Debate 1 Intelligence 0
Deep Diving 1 Constitution -1
Defensive Tactics 1 Wisdom -2
Direction Sense 1 Wisdom +1
Distance Sense 1 Wisdom 0
Dramatist 1 Intelligence -2
Drinking 1 Constitution 0
Dwarf History 1 Charisma +2
Dwarf Runes 1 Intelligence +2
Eating 1 Constitution 0
Epicure 2 Intelligence +2
Etiquette 1 Charisma 0
Excavations 1 Wisdom -1
Falconry 1 Wisdom -1
Fasting 1 Constitution -1
Fast Talking 1 Charisma Special
Fey Lore 1 Intelligence -2
Fire-building 1 Wisdom -1
Fishing 1 Wisdom -1
Folklore 1 Charisma 0
Fortune Telling 2 Charisma +2
Fungi Recognition 1 Intelligence +3
Gardening 1 Intelligence -1
Geology 2 Intelligence -1
Grooming, Animal 1 Wisdom 0
Grooming, Humanoid 1 Wisdom 0
Haggling 2 Wisdom 0
Heat Protection 1 Intelligence -2
Heraldry 1 Intelligence 0
Hiding 2 Intelligence -1
Jewelry Making 2 Dexterity -2
Kindredbond 1 Wisdom -2
Languages, Modern 1 Intelligence 0
Leatherworking 1 Intelligence 0
Looting 1 Dexterity 0
Mediation 1 Charisma -1
Metalworking 1 Dexterity 0
Mining 2 Wisdom -3
Observation 1 Intelligence 0
Orienteering 1 Wisdom 0
Persuasion 1 Charisma 0
Philosophy 1 Wisdom -1
Planar Direction Sense 1 Wisdom +1
Planar Sense 1 Wisdom -1
Planar Survival 2 Intelligence -2
Poetry 1 Intelligence -2
Portal Feel 2 Intelligence -3
Pottery 1 Dexterity -2
Prospecting 1 Dexterity -1
Psionic Detection 1 Wisdom -2
Relic Dating 2 Intelligence -2
Riding, Airborne 2 Wisdom -2
Riding, Land-Based 1 Wisdom +3
Riding, Sea-based 2 Dexterity -2
Rope Making 1 Dexterity 0
Rope Use 1 Dexterity 0
Rowing 1 Strength -1
Seamanship 1 Dexterity +1
Seamstress/Tailor 1 Dexterity -1
Sign Language 1 Intelligence +2
Signaling 1 Intelligence -2
Singing 1 Charisma 0
Slow Respiration 1 NA NA
Smelting 1 Intelligence 0
Sound Analysis 1 Wisdom 0
Stonemasonry 1 Strength -2
Storytelling 1 Charisma 0
Stewardship 1 Intelligence 0
Swimming 1 Strength 0
Teaching 1 Charisma -1
Tease 1 Charisma -1
Time Sense 1 Wisdom 0
Underground Navigation 1 Intelligence 0
Voice Mimicry 2 Charisma Special
Water Finding 1 Intelligence 0
Waterproofing 1 Intelligence -1
Weather Sense 1 Wisdom -1
Weaving 1 Intelligence -1
Whistling/Humming 1 Dexterity -2
Winemaking 1 Intelligence 0
Priest Proficiencies Slots Ability Modifier
Administration 1 Intelligence +1
Alchemy 3 Intelligence -2
Alms 1 Charisma 0
Ancient History 1 Intelligence -1
Astrology 2 Intelligence 0
Astronomy 2 Intelligence -1
Bookbinding 1 Intelligence 0
Botany 1 Intelligence -1
Bureaucracy 2 Intelligence 0
Burial Customs 1 Intelligence 0
Calligraphy 1 Dexterity -1
Ceremony 1 Wisdom 0
Dark Lore 1 Intelligence -3
Diagnostics 1 Wisdom -1
Diplomacy 1 Charisma -1
Engineering 2 Intelligence -3
Genie Lore 1 Intelligence 0
Healing 2 Wisdom -2
Herbalism 2 Intelligence -2
Inquisitor 2 Wisdom 0
Investigation 1 Intelligence -2
Languages, Ancient 1 Intelligence 0
Law 1 Wisdom 0
Local History 1 Charisma 0
Magic Energy Conservation 2 NA NA
Musical Instrument 1 Dexterity -1
Navigation 1 Intelligence -2
Necrology 1 Wisdom 0
Netherworld Knowledge 1 Wisdom -3
Omen Reading 1 Wisdom -2
Oratory 1 Charisma 0
Organic Preservation 1 Intelligence -1
Papermaking 1 Intelligence 0
Pharmacy 1 Intelligence 0
Planes Lore 2 Intelligance -3
Planetology 2 Wisdom 0
Planology 1 Intelligence 0
Prayer 1 Wisdom 0
Psionic Mimicry 1 Intelligence -2
Psychology 2 Wisdom -2
Quick Tongue 3 Dexterity -1
Reading/Writing 1 Intelligence +1
Religion 1 Wisdom 0
Sacred Legends 1 Intelligence -2
Screed Lore 1 Intelligence -1
Scribe 1 Dexterity +1
Shamanic Rituals 1 Wisdom +1
Somatic Concealment 1 Dexterity -1
Soothsaying 2 Intelligence 0
Spellcraft 1 Intelligence -2
Spell Recovery 2 Intelligence -5
Spirit Lore 2 Charisma -4
Undead Lore 1 Intelligence -1
Veterinary Healing 1 Wisdom -3
Vision Quest 2 Wisdom -3
Woodsongs 2 Wisdom -3
Zeal 2 Wisdom -3
Rogue Proficiencies Slots Ability Modifier
Ancient History 1 Intelligence -1
Appraising 1 Intelligence 0
Assimilation 1 Intelligence 0
Awareness 2 Wisdom 0
Blind-fighting 2 NA NA
Bureaucracy 2 Intelligence 0
Camouflage 1 Wisdom 0
Chicanery 1 Dexterity -1
Close-Quarter Fighting 2 Dexterity 0
Cryptography 1 Intelligence -1
Dark Sense 2 Wisdom -2
Detect Signing 1 Intelligence +1
Dirty Fighting 2 Dexterity -3
Disguise 1 Charisma -1
Enamor 1 Charisma -2
Escape 2 Dexterity 0
Feign Sleep 1 Intelligence 0
Foraging 1 Intelligence -2
Forgery 1 Dexterity -1
Gaming 1 Charisma 0
Gem Cutting 2 Dexterity -2
Giant Kite Flying 1 Dexterity -3
Hold Breath 1 Constitution 0
Information Gathering 1 Intelligence Special
Intrigue 2 Charisma -2
Juggling 1 Dexterity -1
Jumping 1 Strength 0
Local History 1 Charisma 0
Lock Smithing 1 Dexterity 0
Musical Instrument 1 Dexterity -1
Night Vision 1 Wisdom -2
Pest Control 1 Wisdom 0
Quick Study 2 Varies -3
Reading Lips 2 Intelligence -2
Sabotage 1 Intelligence -1
Set Snares 1 Dexterity -1
Street Sense 2 Charisma 0
Sword Swallowing 1 Dexterity 0
Tattooing 1 Dexterity 0
Throwing 1 Dexterity 0
Tightrope Walking 1 Dexterity 0
Toxicology 2 Intelligence 0
Trailing 1 Dexterity Special
Trail Signs 1 Intelligence -1
Tumbling 1 Dexterity 0
Underclass 1 Wisdom 0
Venom Handling 1 Wisdom -2
Ventriloquism 1 Intelligence -2
Water Walking 1 Dexterity -1
Warrior Proficiencies Slots Ability Modifier
Animal Lore 1 Intelligence 0
Armorer 2 Intelligence -2
Armorer, Crude 1 Intelligence -1
Armor Optimization 1 Dexterity -2
Awareness 2 Wisdom 0
Battle Command 1 Charisma -3
Blind-fighting 2 NA NA
Bowyer/Fletcher 1 Dexterity -1
Bulwark 1 Constitution 0
Camouflage 1 Wisdom 0
Charge 1 Strength -3
Charioteering 1 Dexterity +2
Close-Quarter Fighting 2 Dexterity 0
Dark Sense 2 Wisdom -2
Display Weapon Prowess 1 Dexterity 0
Dirty Fighting 2 Dexterity -3
Dodge 1 Dexterity -3
Dragon Lore 1 Intelligence -1
Elephant Care 2 Intelligence 0
Endurance 2 Constitution 0
Evade 1 Dexterity -3
Foraging 1 Intelligence -2
Gaming 1 Charisma 0
Heart Feast 1 Wisdom -3
Hunting 1 Wisdom -1
Horde Summoning 2 Charisma -2
Intimidation 1 Strength 0
Jousting 1 Dexterity +2
Law 1 Wisdom 0
Leadership 1 Charisma 0
Light Sleeping 1 Constitution -1
Mountaineering 1 NA NA
Natural Fighting 2 Strength +1
Naval Combat 1 Intelligence 0
Navigation 1 Intelligence -2
Oratory 1 Charisma 0
Order of the Arrow 2† NA NA
Order of the Light 2† NA NA
Running 1 Constitution -6
Set Snares 1 Intelligence -1
Shield Smite 1 Strength -3
Spelunking 1 Intelligence -2
Street Fighting 2 Dexterity 0
Style Analysis 1 Intelligence -1
Survival 2 Intelligence 0
Tactics 1 Intelligence -1
Tracking 2 Wisdom 0
Trail Marking 1 Wisdom 0
Trail Signs 1 Intelligence -1
True Aim 1 Dexterity -2
Vision Quest 2 Wisdom -3
Weapon Improvisation 1 Wisdom -1
Weapon Sharpening 1 Intelligence -1
Weaponsmithing 3 Intelligence -3
Weaponsmithing, Crude 1 Wisdom -3
Wild Fighting 2 Constitution 0
Wizard Proficiencies Slots Ability Modifier
Alchemy 3 Intelligence -2
Anatomy 2 Intelligence -2
Ancient History 1 Intelligence -1
Arcanology 1 Intelligence -3
Astrology 2 Intelligence 0
Astronomy 2 Intelligence -1
Bone Armor 1 Intelligence Special
Bookbinding 1 Intelligence 0
Botany 1 Intelligence -1
Calligraphy 1 Dexterity -1
Clockwork Creation 2 Dexterity 0
Concentration 2 Wisdom -2
Cryptography 1 Intelligence -1
Dowsing 1 Wisdom -3
Dragon Lore 1 Intelligence -1
Elemental Resistance 2 Constitution 0
Engineering 2 Intelligence -3
Gem Cutting 2 Dexterity -2
Genie Lore 1 Intelligence 0
Glassblowing 1 Dexterity 0
Herbalism 2 Intelligence -2
Hypnotism 1 Charisma -2
Knotwards 2 Intelligence -3
Languages, Ancient 1 Intelligence 0
Lens Crafting 2 Intelligence -3
Magic Energy Conservation 2 NA NA
Mastery 2 Charisma -3
Mental Resistance 1 Wisdom -1
Mental Warmth 2 Charisma Special
Navigation 1 Intelligence -2
Necrology 1 Wisdom 0
Netherworld Knowledge 1 Wisdom -3
Numeracy 1 Intelligence 0
Numerology 2 Intelligence 0
Organic Preservation 1 Intelligence -1
Omen Reading 1 Wisdom -2
Papermaking 1 Intelligence 0
Pharmacy 1 Intelligence 0
Planes Lore 2 Intelligance -3
Planetology 2 Wisdom 0
Planology 1 Intelligence 0
Poison Use 2 Constitution -4
Prestidigitation 1 Dexterity -1
Psionic Mimicry 1 Intelligence -2
Quick Tongue 3 Dexterity -1
Reading/Writing 1 Intelligence +1
Recharge 1 Intelligence -4
Research 1 Intelligence 0
Religion 1 Wisdom 0
Screed Lore 1 Intelligence -1
Scribe 1 Dexterity +1
Signature Spell 2 NA NA
Somatic Concealment 1 Dexterity -1
Sorcerous Dueling 2 Intelligence -1
Spellcraft 1 Intelligence -2
Spell Recovery 2 Intelligence -5
Spellweaving 1 Dexterity 0
Spirit Lore 2 Charisma -4
Tactics of Magic 1 Intelligence -1
Tattooing 1 Dexterity 0
Thaumaturgy 1 Intelligence -2
Venom Handling 1 Wisdom -2
Psionicist Proficiencies Slots Ability Modifier
Assimilation 1 Intelligence 0
Awareness 2 Wisdom 0
Body Language 1 Wisdom -2
Camouflage 1 Wisdom 0
Cerebral Blind 2 Wisdom -2
Dowsing 1 Wisdom -3
Explosive Energy 1 Wisdom 0
Feign Sleep 1 Intelligence 0
Gem Cutting 2 Dexterity -2
Harness Subconcious 2 Wisdom -1
Hypnotism 1 Charisma -2
Illithid Sense 1 Wisdom -4
Illithid Track 1 Wisdom +2
Lens Crafting 2 Intelligence -3
Lucid Buffer 2 NA NA
Meditative Focus 1 Wisdom +1
Musical Instrument 1 Dexterity -1
Numeracy 1 Intelligence 0
Oratory 1 Charisma 0
Planes Lore 2 Intelligance -3
Planetology 2 Wisdom 0
Psychology 2 Wisdom -2
Quick Study 2 Varies -3
Reading/Writing 1 Intelligence +1
Read Qualith 2 Intelligence -3
Rejuvination 1 Wisdom -1
Religion 1 Wisdom 0
Soothsaying 2 Intelligence 0
Spirit Lore 2 Charisma -4
Tattooing 1 Dexterity 0

Non-weapon Proficiency List

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