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- Can Someone Explain Proficiency Bonuses to Me?
Tag » How Does Proficiency Bonus Work 5e
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So on the top left corner of a character sheet there’s the Proficiency Bonus. Okay, what is it used for if the specific Skills each have their own Proficiency Bonus number? What’s the 2+ for at the top left corner of the character sheet?
Also, what is a +0 for? Does that mean I just add nothing to the ability check?
Sorry, as I said in another post, I’m entirely new to this game.
P.S. Is there anywhere where I can ask questions without making a new thread every time?
Last edited by DarkArrow98: Mar 31, 2019 Rollback Post to Revision RollBackProficiency bonus is the bonus added to checks you are proficient in (skills, saves, weapon amd spell attacks, and DC for spells and skills). The character sheet on DDB adds it automatically to these modifiers and values, so you don't have to worry about that. Proficiency bonus starts at +2 and increases every 4 levels to a max of +6 (for players, monsters have a proficiency bonus too).
The +0 is because the ability tied to that check is 10 or 11 which has a modifier of 0, or it has a negative modifier and the proficiency bonus is bringing it back to 0. And yes, that means that check will use the unmodified result of the d20 roll.
You can keep asking follow up questions in a thread you already started if you want.
Rollback Post to Revision RollBackWhy do I have two different Strength modifiers? If I do an ability check do I add the Athletics Skill bonus of +5 or the +3 Strength ability modifier at the top left corner of the character sheet?
Rollback Post to Revision RollBackSounds like you are proficient with athletics. So the +5 is your +3 STR plus +2 proficiency bonus.
You would use the +5. DDB's character sheet has already added all the individual bonuses to that skill together for you.
Rollback Post to Revision RollBackSay you are "+3" strong all the time - just living in general. However, you have actively trained in football for the past 15 years. When it comes to this action, you are 'proficient' with the ability to accomplish these tasks. Others who may be just as strong as you (+3), may not be adequately 'proficient' at completing the same task.
Rollback Post to Revision RollBackEverything mentioned above is accurate.
If you want a little bit of analysis of how the Proficiency bonus works on the image's sheet, that's pretty straightforward:
Your abilities (to the left) provide the relevant ability modifier (e.g., +3 for Strength).
The Proficiency bonus is a note (it has already been calculated to everything that needs it, in this case). This is +2 at the moment, and increases at specific levels.
Below the Proficiency bonus are the Saving Throws. They are equal to your relevant ability modifier, but the ones that have a black dot (Strength and Constitution) are the ones you are proficient with; you add your proficiency bonus to those. So, for Constitution, you have +2 from your ability, +2 for the proficiency, for a total of +4.
The skills below work the same way. Each skill is tied to an ability (in the brackets to the right of the skill name). If it has a black dot, you're proficient to the skill and thus you add your proficiency modifier to the relevant ability modifier for the skill's total bonus.For example, you are untrained in Arcana, and have +0 Intelligence modifier, so the total bonus of your Arcana is +0. You are proficient in Athletics (+2 from proficiency), and it's a Strength skill (+3), so the total is +5.
P.S. 1. In case you're wondering, your race and your class (and often your background) choices dictate what skills, saving throws, weapons, etc, you are proficient with.P.S. 2. Proficiency bonus is also calculated in your attacks. You are proficient with both weapons (Greataxe and Javelin - you are a Fighter, so you're actually proficient with all weapons). The first is melee and the second is thrown, so both use Strength (+3), and +2 for proficiency for the +5 you see there.
Last edited by Onyx: Apr 1, 2019 Rollback Post to Revision RollBackMost d20 rolls are either Saving Throws, Attack Rolls, or Ability Checks. In all of those, you roll a 20-sided die, and add the relevant ability modifier (if any: Death Saving Throws aren't associated with any ability), and, if you're proficient with the activity you're performing, you also add your proficiency bonus.
So, if you have a +2 proficiency bonus, a +3 Strength bonus, and are proficient with Athletics, your Strength (Athletics) roll would be 1d20+5. If you have a +2 Dexterity bonus, a +4 proficiency bonus, and are attacking with a ranged weapon, your roll would be 1d20+6.
I like how they made rolls consistent in this edition, how they're all "d20 + stat + prof", but it kinda trips people who are used to previous editions or other games.
Rollback Post to Revision RollBackThe way I like to think of it is:
the proficiency bonus is HOW good you are at the things that you ARE good at.
How being the numerical value, and things you Are good at being skill proficiencies.
Rollback Post to Revision RollBackWhat I was confused about at first what when to use which modifier, and some detailed examples really helped, so here goes... When I'm asked to do a straight intelligence check, I roll a d20 and add only the modifier that corresponds to my intelligence score. Because my intelligence is 12, the modifier is +1, so my intelligence check is 1d20+1. For dexterity, my score is 14, so the modifier is +2, and a straight dexterity check would be 1d20+2. Now let's say that I'm asked to roll an acrobatics check. The base ability for acrobatics is dexterity, so I automatically get to add the +2 that comes from my 14 dexterity. I'm not proficient in acrobatics, so I do not get to add my proficiency bonus. Therefore, an acrobatics check for me is 1d20+2 (this is why the modifier for acrobatics in the skills section of the sheet is +2). My character is proficient in stealth, which is also based on dexterity. For a stealth check, I get to add the +2 modifier that comes from my 14 dexterity, but I also get to add my +3 proficiency bonus. This makes my dexterity check 1d20+5 (and the modifier in the skills section of my sheet for stealth is +5). My character has a +2 bonus to all saving throws because they have the paladin's aura of protection. For a dexterity saving throw, I get to add the +2 that comes from my 14 dexterity, and the +2 bonus from the aura of protection, but I do not get to add my proficiency bonus of +3 because my character isn't proficient in dexterity saving throws. My dexterity saving throw is therefore 1d20+4 (and the +4 is shown in the saving throw area of the character sheet). My character is proficient in charisma saving throws, so for those, I can add my charisma modifier (+2 based on a charisma of 14), my proficiency bonus (+3) and the +2 from aura of protection. This makes my charisma saving throw 1d20+7 (and the +7 is shown in the saving throws area of the sheet).
Rollback Post to Revision RollBackI agree, this can be confusing - because the proficiency bonus has already been added to your skills.
Each of your skills have been worked out based on your attributes (Strength, Dexterity, Wisdom etc), plus whether you are proficient in it (the little circle next to the skill has been filled in).
E.g. Your athletics skill is +5. This is because it is a Strength based skill, and your strength is 16 which give you a modifier of +3. You are also proficient in Athletics, so get to add +2. It's already been worked out for you on your character sheet.
So why is your proficiency bonus listed if it's already been added? Because it's not just used for skills. It's also used in your attack roll and saving throw calculations. These have also already been calculated for you on your character sheet. Furthermore, as you level up, your proficiency bonus increases, so it's good to have it recorded somewhere to remind you.
Last edited by Chequers: May 18, 2020 Rollback Post to Revision RollBackSo when I go from level 4 to level 5 (Rogue), my Proficient Skills would go up +1 as would my Proficient Saves? What about those skills I have expertise in? Up by +1 as well?
Rollback Post to Revision RollBackThe ones you have expertise in go up by twice, so they would go up by +2.
Rollback Post to Revision RollBackTechnically, they all only go up by +1, but then you double that bonus for the skills in which you have expertise. I know that is a super noodley, distinction with no apparent game impact, but still.
Rollback Post to Revision RollBackSo my +9 in stealth would go up to +11, because I have expertise, after I hit 5th level....right?
Rollback Post to Revision RollBackIf you have 20 DEX and expertise in stealth that is right.
Rollback Post to Revision RollBackI do, thanks!
Rollback Post to Revision RollBackA.) Can someone tell me what skill i use when i make poision or use it and what proficiency bonus i get from the poisoners kit and if its already automaticly added?
B.) What HIT do i role if i want to throw my weapon. The same? Do i have to press anywhere so its automaticly reduced/added ? Or does my GM decides that?
Rollback Post to Revision RollBackThis will be up to your DM, and will likely depend on what you are trying to do. Making a poison might be a nature check (if using plants to make it, or maybe a survival (if extracting from a creature), or maybe arcana (if using magical items/artifacts) but again this would be up to your DM to decide on which. Using a poison usually is either no check (if you are applying it to a weapon) or a check depending on how you are delivering it (like DEX (slight of hand) to deliver a poison into a drink without the drinker noticing. The D&D Beyond character sheet would not apply proficiency specific to skill checks with a poisoners kit, so you would need to ask the DM if your proficiency with the kit would apply to the check (assuming you aren't already proficient with the skill) and add it yourself (thats why theres a spot on the sheet for just the proficiency bonus)
It should be the same as your melee attacks with the weapon. Only weapons with the "thrown" property can be thrown though (at least without your DM allowing it)
Last edited by iconarising: Aug 3, 2021 Rollback Post to Revision RollBackYou can throw weapons even without the thrown property by using the improvised weapons rule. The damage becomes 1d4 - the range is 20/60 and you lose proficiency in it. The DM would need a good reason to disallow it.
Last edited by Emmber: Aug 3, 2021 Rollback Post to Revision RollBackMega Yahtzee Thread:Highest 41: brocker2001 (#11,285).Yahtzee of 2's: Emmber (#36,161).Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
- To milk poison from a creature, you use the Nature skill. To make poison from raw materials, you use the Poisoner's Kit. In the former case, if you have proficiency with both Nature and a Poisoner's Kit, you should get advantage on the roll. In the latter case, you don't roll, and your bonus doesn't matter.
- Your proficiency bonus is always floor((level-1)/4)+2, including for the kit. When you make an ability check, you'll normally add an ability modifier - skills have default abilities and tools don't, but for both, the GM decides the ability.
- This is a deeply involved question and your GM should know the answer to it, but in case they don't, here's the answer.
- Your DM needs to decide whether to follow the PHB rule that ability modifiers are assigned to weapon attacks based on the weapon or the PHB+SAC rule that ability modifiers are assigned to weapon attacks based on the attack.
- Your DM needs to decide whether to follow the PHB and have standard weapons used in an improvised fashion keep their properties or not - having them lose their properties automatically is an incredibly popular house rule.
- Your DM needs to decide whether to follow the PHB and have standard weapons used in an improvised fashion keep your proficiency or not - having you be nonproficient in improvised use of a weapon you're proficient in is an incredibly popular house rule.
- You need to find out what properties your weapon has, and this may extend to rules not named "weapon properties" that behave in all ways like weapon properties. For example, Monks get an ability that behaves in every way like it adds Finesse to weapons except that it isn't called that (which matters for Monk/Rogues).
- You should now have an array of possibilities, as follows:
- If the weapon has the Finesse property, choose Dexterity or Strength. Bear in mind that without the Thrown property, your DM may have ruled it loses the Finesse property for this attack.
- Otherwise, if your ability modifier is determined by the attack, use your Dexterity. If it is determined by the weapon, use Strength for a melee weapon and Dexterity for a ranged weapon.
- If the ability modifier is determined by the attack and the weapon has the Thrown property but not the Finesse property, override the Dexterity rule above - use Strength instead.
- If you have another rule letting you choose a different ability modifier - for example, Monks, Hexblade Warlocks, Battle Smith Artificers, and Armorer Artificers all have such rules, which act a lot like Finesse - you can choose that ability instead of the one selected above.
- If you are proficient in the weapon and the weapon has the Thrown property or your DM lets you keep proficiency when throwing it, add your proficiency bonus.
Last edited by quindraco: Aug 3, 2021 Rollback Post to Revision RollBack