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If you are proficient with a skill you also add your proficiency modifier, which is +2 at level 1. Your character has a Charisma modifier of +2 and a proficiency bonus of +2. So you just write +4 at Deception. You do this for all skills and add this bonus or malus to every roll where your DM says you are using this specific skill. Str = Strength.
A very powerful feat, in my opinion, is Skilled. 3 skills for the cost of 2 ability points is a very fair trade when you consider attribute caps and the bonus you get out of 3 skills. Race A couple of races get a free skill in some form, but humans also get a free feat (see above).
You seem to have the correct amount. Here is a breakdown of why: When starting off at level 1 as a Rogue you get to choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth, plus proficiency in Thieves' tools.
Not Automatically. If the DM is using the Feats optional rule then the Skilled feat grants proficiency in three skills and / or tools. Otherwise, new skill proficiencies can be gained through the optional multiclassing rules, which can grant some of the skill proficiency of the new class if going into Bard or Rogue, or as a possible non ...
Skill modifier = relevant ability modifier + proficiency bonus (if proficient) + other modifiers. relevant ability modifier: each skill usage is associated with an ability; you can find which either in tiny letters next to the skill on a WotC character sheet or in a chart on PHB p.174.
6. SHORT ANSWER: Proficiency bonus is based on the Level of a character and nothing else, class or race don't matter, only the level of your character. "Characters have a proficiency bonus determined by level" (PHB 173). For every skill you are proficient in you get the following bonus based on the level of your character:
Skill/ability is deliberately handled in a very broad/simple way in 5e D&D, and gaining levels is the method by which they are improved. 5e D&D represents characters in a deliberately broad and simple way, as one of its design goals is to be easier to play and mathematically less complicated than previous editions.
The best I have achieved is a Half-Elf (2 skills), Rogue 1 (4 skills), Lore Bard 4 (3 skills, and the Skilled feat for 3 more skills), Knowledge Cleric 1 (2 skills), Warlock 2 (Beguiling Influence Invocation, Deception and Persuasion), from any background (2 skills). This is a total of 18 Skill Proficiencies, 5 of which have expertise. I have ...
Player's Handbook. Training in new tool proficiencies is explicitly covered in the Player's Handbook, pg 187, under "Training": The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
The Medicine skill has multiple purposes. Here are 3 purposes that I know of: A Wisdom (Medicine) ability check can help a player determine if a type of herb / medicine is able to treat a certain illness. A Wisdom (Medicine) ability check can be used to stabilize a character who is dying (as stated in the question) A Wisdom (Medicine) ability ...