# Proficiency Ranks
## In 5e/5.5e
Normally, there are only two, binary states of Proficiency in D&D: Proficient, and Not Proficient.
_**Proficient:** You may add your Proficiency Bonus to checks made with whatever skill, weapon, armor, tool, etc. that you are Proficient in._
There were certain instances where a class would gain the “Expertise” feature, which would allow you to add *double* your Proficiency Bonus to checks, but it was never an official “level”, just something that you could be granted on a case-by-case basis.
## In OTM5e
My rules, however, seek to rectify this and increase the depth and interaction with skills, saving throws, and the like.
As such, there are now **multiple** different tiers of experience that anyone could have for a given interaction. They, along with their bonuses, are as follows:
| Experience Level | Synonym | Bonus |
| ---------------- | ----------- | ----------- |
| Untrained | | +0 |
| Trained | Training | +(0.5 * PB) |
| Proficient | Proficiency | +PB |
| Expert | Expertise | +(1.5 * PB) |
| Master | Mastery | +(2 * PB) |
### Skills
For skills, you will gain the normal amount of proficiencies during character creation, and then a proportional amount of skills you are *trained* in, as well.
| Starting Proficiencies | Starting Trained Skills |
| ---------------------- | ----------------------- |
| 2 skills | 0 trained |
| 3 skills | 1 trained |
| 4 skills | 2 trained |
- - -
### Saving Throws
For saving throws, you can only ever achieve *expertise* with them. For balance reasons, mastery is locked for saving throws.
Characters should get a few meaningful boosts to their saving throw experience throughout their level progression, in an attempt to soothe pain points with endgame combat effects.
## Gating Thresholds
When making a skill check, the bonus you gain from the relevant ability modifier may be limited by your proficiency rank in that skill.
If your ability modifier is higher than the bonus granted by the next proficiency rank above your current rank, you can only add an ability modifier bonus up to that amount. In other words, being naturally talented still helps, but a lack of training limits how much of that talent you can effectively apply to the skill.
For example, if your Intelligence score is 21, giving you a +5 modifier, but you are **Untrained** in the relevant skill, you do not automatically add the full +5 to the check. Instead, your ability modifier bonus is capped at the bonus granted by the next highest proficiency rank, which is **Trained**.
### Scenario 1
**Level:** 4
**Proficiency Bonus:** +2
**Intelligence:** 21, granting a +5 modifier
**Skill Proficiency Rank:** Untrained
**Next Highest Proficiency Rank:** Trained, equal to half your Proficiency Bonus
Since your next highest proficiency rank would grant a +1 bonus, your Intelligence modifier contribution is capped at +1 for this skill check.
So instead of adding **+5** from Intelligence and **+0** from proficiency, you add only **+1 total**.
Using the same stats at higher levels:
| Level | Proficiency Bonus | Total Bonus Modifier |
| ----- | ----------------- | -------------------- |
| 5 | +3 | +1 |
| 9 | +4 | +2 |
| 13 | +5 | +2 |
| 17 | +6 | +3 |
### Scenario 2
**Level:** 9
**Proficiency Bonus:** +4
**Dexterity:** 18, granting a +4 modifier
**Skill Proficiency Rank:** Trained
**Next Highest Proficiency Rank:** Proficient, equal to your full Proficiency Bonus
Since the next highest proficiency rank would grant a +4 bonus, your Dexterity modifier is not reduced. You may add the full **+4** from Dexterity.
Because you are also **Trained**, you add your Trained proficiency bonus as normal.
Your total bonus would be:
**+4 from Dexterity**
**+2 from Trained proficiency**
For a total skill check bonus of **+6**.
In this case, your ability modifier does not exceed the cap set by the next highest proficiency rank, so no adjustment is needed.