What are Civilian Proficiencies?

Unlike Spellcasting and Weapon Proficiencies, Civilian Proficiencies do not have overarching types or traditions. They are also much more open-ended, and players and DMs alike are encouraged to add their own ideas to the list.
With some exceptions (e.g. Athletics, Riding, Religion, Spellcraft, Stealth), Civilian Proficiencies are mostly used out of combat. It is advisable to give a character at least some civilian proficiencies, if only to encourage basic roleplay. Also, specific actions covered by civilian proficiencies may incur Disadvantage on a roll if the character attempting that action does not have that proficiency.

Proficiency Value

Since there are no types or traditions, characters invest directly into specific proficiencies. Again, the SP cost is equal to the target value. Raising a Proficiency Value from 0 to 1 costs 1 SP, raising it from 3 to 4 costs 4 SP,, and raising it from 0 to 4 in one go would cost 10 SP.

Use Cases

When making a roll of any type, the player may add one or more civilian proficiency values to the result, provided their reasoning is sound. If their proficiency is high enough, the DM might even choose to forgo the check entirely or turn it into a "win more" situation – success is guaranteed, but the player may roll for additional positive results.

Example

John Hunter is trying to set a trap in the deep wilderness to catch today's dinner. He has Hunting 4 and Survival 3, which would make a generic DC 10 check trivial. So, instead of making John roll for the small chance of not successfully trapping an animal, the DM decides to set another target (that he does not necessarily have to declare openly). So, instead of catching a random rabbit, John's trap might catch a young deer, or on an extremely high roll, even a magical creature.

Proficiencies

Knowledge

Arithmetic

Numerical reasoning and calculations.

Botany

Knowledge of plants and their uses.

History

Knowledge of past events, cultures, dates, and traditions.

Medicine

Practical medical knowledge and first aid.

Monster Lore

Knowledge of monstrous creatures: habits, weaknesses, and identification.

Mysticism

Knowledge of obscure magical places, creatures, and events.

Religion

Knowledge of rites, ceremonies, and general religious practices.

Spellcraft

Knowledge of the inner workings of spells and rituals.

Warfare

Military theory, tactics, and battlefield awareness.

Zoology

Knowledge of animal behaviour and physiology.

Practice

Athletics

Physical exertion: running, jumping, climbing, and swimming.

Cooking

Food preparation and preservation.

Fishing

Catching aquatic food and related craft.

Hunting

Tracking and taking terrestrial game.

Performance

Performing music, entertaining, and cultural expression in general.

Riding

Controlling and caring for mounts (horses and similar).

Stealing

Opening locks and picking pockets.

Stealth

Moving quietly and avoiding notice.

Survival

Foraging, sheltercraft, navigation, and general living off the land.

Tinkering

Small-scale crafting, repairs, and mechanical improvisation.

Trading

Commerce, bargaining, and market knowledge.