For example, if you are good at Persuasion, then when you make a Persuasion check, you will also add your proficiency bonus in addition to your Charisma bonus.
If you are proficient with daggers, your proficiency score will also be added when you attack with a dagger.
Proficiency
This is a special bonus that is tied to level.
Level 1-4: Proficiency value is 2
Level 5-8: Proficiency value is 3
Level 9-12: Proficiency value is 4
Level 13-16: Proficiency value is 5
Level 17-20: Proficiency value is 6
Proficiency points are added to all your proficiency checks.
There are also many professional abilities, feats, etc. that allow you to add proficiency bonuses to certain checks.
In short, although the proficiency value is only linked to the level, it is a stable source of added value. Introducing it into your checks as much as possible is the most cost-effective benefit.
Another very important function of proficiency value is to increase the number of attacks (or it can be said that the number of attacks increases with the level increase).
At first, a single weapon can only attack once per round, but as proficiency increases, the number of attacks per round will also increase.
The number of attacks depends on the profession. For example, a warrior’s number of attacks per round will increase when he reaches level 5, 11, and 20.
Advantages/Disadvantages
Whether it is various interactions or combat, in other words, whether it is an ability check, an attack check, or a saving throw, as long as it is a check, there is a possibility of advantages and disadvantages.
Your equipment, feats, and choices may give you advantage/disadvantage on checks.
For example, if you are flanking your opponent, you have the attack advantage.
When you gain an advantage, the number of dice for the test becomes 2, and the larger one is chosen based on the roll result.
On the contrary, when you are at a disadvantage, there are also 2 dice, and you choose the smaller one.
Common advantages
1. Melee flanking and backstab.
2. Occupy the high platform and attack from a distance.
3. You can sneak through the bonus action to give your next attack an advantage.
4. Use feints and other abilities to create advantages so that the next attack has an advantage.
5. The trickster priest uses divine power to create phantoms, giving teammates an advantage in attack.
6. Certain magic items have an inherent advantage in attacking enemies in abnormal states.
7. Demonic fire magic, which gives the person who attacks the recipient an attack advantage.
8. Friendship spell, which gives the caster an advantage on the Charisma check of the recipient.
9. When the enemy is lying on the ground, teammates within 5 feet gain advantage when attacking.
10. When the enemy is asleep or unconscious, attacking gains advantage and a hit is a critical hit.
Common Disadvantages and Solutions
1. When in the shadows, you have a disadvantage in hitting, which can be removed by gaining dark vision (such as wearing a ring with a torch or candle).
2. When the enemy is close to you and your long-range attack is at a disadvantage, you can use the bonus evacuation to jump out of the opportunity range.
3. When the enemy gains a fixed advantage (such as turning on Recklessness), you can use Mist to block your vision and force the advantages and disadvantages to return to a balanced state.
4. Create your own advantages to offset your disadvantages.
Note: No matter how many advantages there are, only 1 advantage is counted, and the same applies to disadvantages. Advantages can offset disadvantages, regardless of the number, that is, 1 advantage can offset an infinite number of corresponding disadvantages.
Trying to have advantage on rolls will make all rolls much easier.