Proficiencies too expensive?

Post/Author/DateTimePost
#1

Rigol

Aug 17, 2014 15:58:56

Looking at the rules, I see that adding new Proficiencies when you go up levels is really expensive!

 

You have to forego +2 worth of stat increases (at levels 4, 8 etc) just to take the Feat that allows you to add three Proficiencies.

 

I am building a Gnome Wizard and want him to have a nice range proficiencies in Artisan's Tools, for flavour as much as anything else. But it's a bit frustrating to have to sacrifice, say, +2 Intelligence just to add something like Profiency in carpentry, woodworking and jeweller's tools.

 

Am I missing something? Thanks for any views.

 

Mike

#2

JC999

Aug 17, 2014 16:07:17

Just being a Rock Gnome will give you proficiency with Tinker's Tools, the Guild Artisan background will give you a second set, and beyond that you can use downtime training (PHB Page 187) to pick up more tool proficiencies over time.

#3

TiaNadiezja

Aug 17, 2014 16:07:49

Look at the downtime rules. 250 GP, 250 days, tool proficiency.

#4

Kugnar

Aug 17, 2014 16:17:36

250 days is a huge amount of time though. I've never been in or run a campaign that has that much bumming around in it-the most we ever had was 1 month to heal from some nasty lingering wounds while our wizard set up an alchemy lab.

#5

MechaPilot

Aug 17, 2014 16:20:40

Kugnar wrote:
(Reply to #5)

Rigol

MechaPilot wrote:
#7

Kugnar

Aug 17, 2014 16:31:23

MechaPilot wrote:
#8

MechaPilot

Aug 17, 2014 16:35:34

Kugnar wrote:
#9

Sword_of_Spirit

Aug 18, 2014 15:20:22

Kugnar wrote: