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Because of their limited backgrounds and primitive living conditions, barbarians draw from a decidedly different pool of proficiency than other characters. This chapter presents all of the nonweapon proficiencies available to barbarians, including those from the Player's Handbook, along with several new ones.

Compiled Proficiencies[]

As a general rule, barbarians may only acquire proficiencies listed on Tables 29, 30, and 31 in this chapter. Barbarians are ineligible for many of the General, Priest, and Warrior group proficiencies listed in the Player's Handbook. They lack the temperament and aptitude for engineering, heraldry, and other proficiencies associated with sophisticated cultures.

Three Rogue proficiencies relevant to the barbarian- Jumping, Tightrope Walking, and Tumbling- have been added to Table 29. Because barbarians aren't part of the Rogue group, their slot requirement have been boosted from 1 to 2.

The DM may bar any proficiency he decides is incompatible with a barbarian's background. For example, if a barbarian comes from a society where bows and arrows are unknown, the DM may bar him from taking a bowyer/fletcher profiaency. Conversely, as a barbarian spends more time in the outworld, the DM may make profiaencies available that aren't listed in this chapter; a barbarian who spends several months observing an outworld companion sew and embroider clothing may pick up the seamstress/ tailor proficiency.

Keep in mind, however, that barbarians mist associating too closely with the outworld. In the course of his career, a barbarian might acquire one or two proficiencies other than those listed in this chapter, but no more.

Using the Tables[]

Barbarian fighters use Tables 29 and 30. They may select proficiencies from Table 31 by paying one additional slot per proficiency beyond the number listed.

Shamans use Tables 29 and 31. If they pay an extra slot each, they may choose proficiencies from Table 30.

Entries marked with an asterisk P) indicate proficiencies with special applications for bar barians. These are explained in the Clarification and Modifications section.

Boldfaced entries are new proficiencies described in this chapter.

Italicized entries require the player to choose an area of specialization. For example, a barbarian proficient in animal training must specialize in training one particular type of animal, such as a horse or wolf.

Tables[]

Table 29 Nonweapon Proficiencies (General)

Proficiency # of Slots Relevant Ability Check Modifier
Alertness 1 Wis +1
Agriculture* 1 Int 0
Animal Handling 1 Wis -1
Animal Rending 1 Dex +2
Animal Training* 1 Wis 0
Artistic Ability* 1 Wis 0
Boating 1 Wis +1
Clothesmaking, Crude 1 Int -1
Dancing* 1 Dex 0
Danger Sense 2 Wis +1
Direction Sense 1 Wis +2
Fire-building 1 Wis -1
Fishing* 1 Wis -1
Foraging 1 Int -2
Hiding 2 Int -1
Jumping* 2 Str 0
Musical Instrument 1 Dex -1
Pottery* 1 Dex -2
Riding, Airborne* 2 Wis -2
Riding, Land-based* 1 Wis +3
Signalling 1 Int -2
Sign Language 1 Dex 0
Singing 1 Cha 0
Swimming 1 Str 0
Tightrope Walking* 2 Dex 0
Tumbling* 2 Dex 0
Weather Sense 1 Wis -1

Table 30 Nonweapon Proficiencies (Fighters)

Proficiency # of Slots Relevant Ability Check Modifier
Animal Lore* 1 Int 0
Armorer, Crude 1 Int -1
Blind-fighting 2 NA NA
Bowyer/Fletcher, Crude 1 Dex 0
Endurance 2 Con 0
Horde Summoning 2 Cha -2
Hunting* 1 Wis -1
Leadership 1 Cha 0
Light Sleeping 1 Con -1
Running 1 Con -6
Set Snares 1 Int -1
Survival* 2 Int 0
Tracking* 2 Wis 0
Weapon Improvisation 1 Wis -1
Weaponsmithing, Crude 1 Wis -3
Wild Fighting 2 Con 0

Table 31: Nonweapon Proficiencies (Cleric)

Proficiency Slots Ability Modifier
Bartering 1 Int -2
Healing* 2 Wis -2
Herbalism* 2 Int -2
Languages, Ancient* 1 Int 0
Local History* 1 Cha 0
Soothsaying 2 Int 0
Religion 1 Wis 0
* indicate proficiencies with special applications for barbarians.
Boldfaced entries are new proficiencies described in this chapter.
Italicized entries require the player to choose an area of specialization.
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