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.