Proficiencies in Solasta: Crown of the Magister are indications of being able to perform certain tasks well. Being proficient in a task either grants a benefit to performing it or prevents from having penalties or restrictions. Most common example of such benefit is adding a flat value of Proficiency Bonus to dice rolls of weapon attacks and Skills a character is proficient in. Proficiencies can be granted by Races /Subraces, Classes/Subclasses, Backgrounds, and Feats. This page contains a full list of what a character can be proficient with and which benefits or penalties are related to these proficiencies.
What does Proficiency with a Weapon do
Proficiency with a Weapon lets a character wield it and add Proficiency Bonus to Attack Rolls of each attack made with this weapon, which are dice rolls against the target's Armor Class to determine whether an attack hits or misses. Not to confuse with Damage Rolls which determine how much damage does an attack deal.
Unlike in SRD 5.1 rules which the game is based on, in Solasta: Crown of the Magister a character can't wield a weapon unless being proficient with it.
While regular attacks are made with weapons, there are also other kinds of attacks that are related to Proficiency.
Unarmed Strike is an attack made with bare hands when no weapon is equipped. Same as with weapons, proficiency with unarmed strike lets character add Proficiency Bonus to Attack Rolls of each such attack. Every character is proficient with unarmed strikes by default.
Shove (Push away) and Shove (Knock prone) are special types of attacks that don't do direct damage but rather change the opponent's position.
There is no direct proficiency with these attacks. However, they use certain skills to determine if such an attack is successful or not. A character can be proficient in those skills, which in turn impacts the success of these attacks.
Certain spells are described to do magical attacks or to cause characters to make Saving Throws.
There is no Proficiency with spells, but all spells add Proficiency bonuses to their Attack Rolls and difficulty of Saving Throws against them.
How to Gain Proficiency with a Weapon
Most proficiencies with weapons are granted by Classes during character creation, but some can also be gained from Races and Subraces, Backgrounds, Subclasses, and Feats. Proficiencies with Weapons are granted by the following features and feats:
- All martial and simple weapons
- Fighter Weapon Proficiencies (Fighter class)
- Paladin Weapon Proficiencies (Paladin class)
- Ranger Weapon Proficiencies (Ranger class)
- Bonus Proficiency feature (Battle Domain subclass of Cleric class) - all simple weapons from class and all martial weapons from this subclass
- All martial weapons
- All simple weapons
- Cleric Weapon Proficiencies (Cleric class)
- Rogue Weapon Proficiencies (Rogue class) - also certain martial weapons, see below
- Particular weapons
- Crossbow Expertise (Snow Dwarf subrace) - Heavy Crossbow
- Discretion of the Coedymwarth (feat) - Shortsword, Shortbow, Longbow
- Dwarven Combat Training (Dwarf race) - Battleaxe, Handaxe, Warhammer
- Elf Weapon Training (High Elf and Sylvan Elf subraces) - Longsword, Shortsword, Shortbow, Longbow
- Might of the Iron Legion (feat) - Longsword, Greatsword, Battleaxe
- Rogue Weapon Proficiencies (Rogue class) - Longsword, Rapier, Shortsword in addition to all simple weapons
- Sturdiness of the Tundra (feat) - Warhammer, Light Crossbow, Heavy Crossbow
- Warden of the Forest (Greenmage subclass of Wizard class) - Shortbow
- Wizard Weapon Proficiencies (Wizard class) - Dagger, Dart, Quarterstaff
Quick Search of All Proficiences
Click the header to sort the table.
|Wisdom Saving Throw Proficiency||Add your proficiency bonus to Wisdom saving throws.|
|Charisma Saving Throw Proficiency||Add your proficiency bonus to Charisma saving throws.|
|Strength Saving Throw Proficiency||Add your proficiency bonus to Strength saving throws.|
|Dexterity Saving Throw Proficiency||Add your proficiency bonus to Dexterity saving throws.|
|Intelligence Saving Throw Proficiency||Add your proficiency bonus to Intelligence saving throws.|
|Constitution Saving Throw Proficiency||Add your proficiency bonus to Constitution saving throws.||
|Dwarven Resilience||Saving throw advantage against poison Resistance to poison damage.|
|Dwarven Combat Training||Proficient with Battleaxe, Handaxe, Warhammer.|
|Fey Ancestry||Saving throw advantage against Charm Immunity to magical sleep.|
|Keen Senses||Proficient in the Perception skill.|
|Crossbow Expertise||Proficient with Heavy Crossbow.|
|Elf Weapon Training||Proficient with Longsword, Shortsword, Shortbow, Longbow.|
|Sylvan Adaptability||Proficient in the Survival and Athletics skills. Advantage on Survival when hunting.|
|Cleric Armor Proficiencies||Cleric class proficiency in wearing Light Armor, Medium Armor, and wielding Shields.||
|Cleric Weapon Proficiencies||Cleric class proficiency in wielding Simple Weapons.||
|Bonus Proficiency||Gain bonus proficiencies in different fields.||
|Commanding Presence||Proficient in Intimidation. Advantage on Intimidation checks.||
|Gate Keeper||As long as you are conscious, you and your fellow party members within 6 cells have an advantage on death saving throws.||
|Fighter Armor Proficiencies||Fighter class proficiency in wearing Light Armor, Medium Armor, Heavy Armor, and wielding Shields.||
|Fighter Weapon Proficiencies||Fighter class proficiency in wielding Simple Weapons and Martial Weapons.||
|Paladin Armor Proficiencies||Paladin class proficiency in wearing Light Armor, Medium Armor, Heavy Armor, and wielding Shields.||
|Paladin Weapon Proficiencies||Paladin class proficiency in wielding Simple Weapons and Martial Weapons.||
|Ranger Armor Proficiencies||Ranger class proficiency in wearing Light Armor, Medium Armor, and wielding Shields.||
|Ranger Weapon Proficiencies||Ranger class proficiency in wielding Simple Weapons and Martial Weapons.||
|Additional Proficiencies||Choose your proficiency in Herbalism Kit or Poisoner's Kit.||
|Dark Slayer||When attacking a creature with sensitivity or hypersensitivity to light with a weapon, you add your proficiency bonus to hit and damage.||
|Rogue Armor Proficiencies||Rogue class proficiency in wearing Light Armor.||
|Rogue Weapon Proficiencies||Rogue class proficiency in wielding Simple Weapons, Longsword, Rapier, Shortsword.||
|Expertise||Select 2 proficient skills or tools to double their proficiency bonus.|
|Predator||When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage.||
|Wizard Weapon Proficiencies||Wizard class proficiency in wielding Dagger, Dart, Quarterstaff.||
|Arcane Fury||Add your proficiency bonus and INT bonus to your evocation spell damage for 1 minute. Recharges after a long rest.||
|Warden of the Forest||Proficient in wearing Light Armor, Shortbow, Archery, and gain the same advantages as Rangers when in a forest environment.||
|Bookworm||Proficient in Arcana, Nature, and Insight.|
|Enchanter||Proficient with the Manacalon rosary, supposed to be useful to enchant items.|
|Religious Training||Proficient in Religion, Nature, and Insight.|
|Potion Making||Proficient with the Herbalism Kit.|
|Higher Education||Proficient in History, Persuasion, and Intimidation.|
|Detective||Proficient in Perception and Intimidation.|
|Enforcer||Proficient with Martial Weapons.|
|Cutpurse||Proficient in Sleight of Hand, Stealth, and Deception.|
|Bulgary||Proficient with Thieves' Tools.|
|Physician||Proficient in Medicine and Persuasion.|
|Alchemist||Proficient with Herbalism Kit.|
|Soldiering||Proficient in Athletics and Intimidation.|
|Armored||Proficient with Medium Armor.|
|Spycraft||Proficient with Stealth and Deception.|
|Rough Diplomacy||Proficient with Nature and Poisoner's Kit.|