Ad placeholder

Abilities: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
mNo edit summary
(Added "see also" section)
(81 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability score modifier]]''}}
{{PageSeo
'''Ability scores''' are the numerical values for a character's six abilities. They represent a creature's physical and mental attributes. The scores translate directly into [[Ability score modifier|ability score modifiers]] - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are:
| title = Abilities
| description = Abilities are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''.
}}
{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}}
'''Abilities''' are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''. There are six abilities in ''Baldur's Gate 3'', and every creature has a set of six '''ability scores''' – numerical values which represent how well they perform at each ability.
 
Each ability score translates directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to most [[dice rolls]] in the game.
 
<gallery heights="100px" mode="packed">
<gallery heights="100px" mode="packed">
Strength Score Icon.png|[[Strength]]|link=Strength
Strength Score Icon.png|[[Strength]]|link=Strength
Line 9: Line 16:
Charisma Score Icon.png|[[Charisma]]|link=Charisma
Charisma Score Icon.png|[[Charisma]]|link=Charisma
</gallery>
</gallery>
{{TOC|limit=3}}
== Overview ==
The six abilities each represent an aspect of a creature's capabilities:
* [[Strength]] (STR), physical power and might
* [[Dexterity]] (DEX), agility, coordination and balance
* [[Constitution]] (CON), health and endurance
* [[Intelligence]] (INT), rational reasoning and memory
* [[Wisdom]] (WIS), awareness and insight
* [[Charisma]] (CHA), influence and force of character
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
{{AbilityScoreModifierTable}}
==Ability checks==
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}}
== Saving throws ==
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}


== Overview ==
== Spellcasting ability ==
Each a ility describes a creature's capability in a different area:
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
* [[Strength]]: Physical power.
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
* [[Dexterity]]: Agility and finesse.
* [[Constitution]]: Overall health and endurance.
* [[Intelligence]]: Rational reasoning and memory.
* [[Wisdom]]: Common sense and insight.
* [[Charisma]]: Charm or force of character.


Generally the minimum possible ability Score is 1, and the maximum is 20. A score of 10 is considered average for a humanoid creature, and player characters can't start with any score lower than 8. Ability scores are bought with points during [[Character Creation]], and can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20. They may also be increased through magical effects, though these are rare. Some monsters and magical creatures may have scores higher than 20.
{{table list|
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}


Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment. Some supernatural or magical effects (like [[Devour Intellect]]) can drain abilities, reducing one or more of the target's ability scores, potentially to zero. This is not automatically fatal.
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.


== Interactions with classes ==
== Interactions with classes ==
==== Primary and secondary abilities ====
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game.
 
== Overview of abilities and skills ==
=== Strength ===
{{main|Strength}}
[[File:Strength Score Icon.png|frameless|left|150px]]
Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.
 
==== Uses of Strength ====
; Attack and damage rolls : Creatures add their Strength modifier to the results of [[Attacks|attack]] and [[damage]] rolls for melee weapons.
; Jump distance : The distance which a creature can [[jump]] is determined by their Strength score.
; Carrying capacity: A creature's Strength score is used to determine how much weight a creature can carry before becoming [[Encumbered (condition)|encumbered]].
; Throws : The maximum weight a creature can [[throw]] is determined by their Strength score.
 
==== Strength checks ====
; General : Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
; Athletics : Athletics is used during attempts to [[Shove|shove]] other creatures, as well as when attempting to resist being shoved.
 
==== Strength saves ====
Strength saves are rare, and primarily called for when attempting to resist being [[Prone (condition)|knocked prone]].{{ref|{{SAI|Thunderous Smite}}}}
 
=== Dexterity ===
{{main|Dexterity}}
[[File:Dexterity Score Icon.png|frameless|left|150px]]
Dexterity represents a creature's agility and reflexes.
 
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
 
==== Uses of Dexterity ====
; Attack and damage rolls : Creatures add their Dexterity modifier to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property.
; Armour Class : Creatures also add their Dexterity modifier to their [[Armour Class]] (AC) – making them more difficult to hit, up to a maximum of ''+2'' when wearing most medium [[armour]]. The bonus is ignored when wearing heavy armour, unless otherwise specified.
; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat.
 
==== Dexterity checks ====
; General : Dexterity checks are made when attempting to be nimble.
; Acrobatics : Acrobatics is used to resist attempts at being shoved.
; Sleight of Hand : Sleight of Hand is used when attempting to pick locks, disarm [[traps]], pickpocket NPCs or when attempting to steal items without being noticed.
; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]].
 
==== Dexterity saves ====
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.
 
=== Constitution ===
{{main|Constitution}}
[[File:Constitution Score Icon.png|frameless|left|150px]]
Constitution represents a creature's health and endurance.
 
==== Uses of Constitution ====
; Hit points : Creatures add their Constitution modifier to the amount of [[hit points]] they gain on level up. This increase is applied retroactively.
 
==== Constitution checks ====
Constitution checks are rare and have no associated skills.
; General : Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.
 
==== Constitution saves ====
Constitution saves are made to maintain [[concentration]] on long-duration spells, and are used when saving against [[poisons]] or spells that test a target's endurance or resilience.
 
=== Intelligence ===
{{main|Intelligence}}
[[File: Intelligence Score Icon.png|frameless|left|150px]]
Intelligence represents a creature's recall, as well as their ability to reason and think quickly.
 
Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.
 
==== Intelligence checks ====
; General : Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
; Arcana : Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
; History : History is used when attempting to remember specific historical dates or events.
; Investigation : Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
; Nature : Nature is used when attempting to remember facts about nature.
; Religion : Religion is used when attempting to remember facts about deities and the planes of existence.
 
==== Intelligence saves ====
Intelligence saves are used against psionic spells and features, such as those used by [[illithids]].
 
=== Wisdom ===
{{main|Wisdom}}
[[File:Wisdom Score Icon.png|frameless|left|150px]]
Wisdom represents a creature's awareness of their surroundings and their intuition.
 
Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.


The primary abilities for the classes are:
Wisdom is also an important ability for monks, as several of their class features benefit from it.


* {{SmallIcon|Strength Score Icon.png|link=Strength}} [[Strength]] (STR): {{Class|Barbarian}}s, {{Class|Fighter}}s
==== Wisdom checks ====
* {{SmallIcon|Dexterity Score Icon.png|link=Dexterity}} [[Dexterity]] (DEX): {{Class|Monk}}s, {{Class|Ranger}}s, {{Class|Rogue}}s
; General : Wisdom checks are attempts to discern situations and read between the lines.
* {{SmallIcon|Intelligence Score Icon.png|link=Intelligence}} [[Intelligence]] (INT): {{Class|Wizard}}s
; Animal Handling : Animal Handling is used when interacting with animals.
* {{SmallIcon|Wisdom Score Icon.png|link=Wisdom}} [[Wisdom]] (WIS): {{Class|Cleric}}s, {{Class|Druid}}s
; Insight : Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
* {{SmallIcon|Charisma Score Icon.png|link=Charisma}} [[Charisma]] (CHA): {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s
; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature.
; Perception: Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
; Survival : Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.


==== Spellcasting ability ====
==== Wisdom saves ====
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.
Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells. The primary ability of casters classes always corresponds to their spellcasting ability, with the exception of rangers and classes that gain spellcasting via a subclass class feature.


Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.
=== Charisma ===
{{main|Charisma}}
[[File:Charisma Score Icon.png|frameless|left|150px]]
Charisma represents a creature's ability to exert their will when interacting with others.


== Strength ==
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.
: Associated skills: [[Athletics]].
Strength governs physical power. Strength increases a creature's carry weight and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons.


== Dexterity ==
==== Charisma checks ====
: Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]].
; General : Charisma checks are attempts at influencing others during dialogue.
Dexterity describes a character's agility and finesse. The Dexterity modifiers is added to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property.
; Deception : Deception is used when attempting to deceive or trick others.
; Intimidation : Intimidation is used when attempting to frighten or coerce others.
; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others.
; Persuasion : Persuasion is used when attempting to negotiate with or convince others.


A creature's Dexterity modifier is also added to their [[Armour Class]] (AC), but the bonus added may be limited depending on what armour they have equipped.
==== Charisma saves ====
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]].


Medium armour usually limits the bonus added to the creature's AC to ''+2'', whereas, heavy armour tends to ignore the bonus entirely.
== Improving or reducing ability scores ==
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.


Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells.
=== Permanently ===
Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise any score above 20.


== Constitution ==
There are also several ways of [[permanent bonuses|permanently improving]] ability scores through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}}
: Associated skills: None.
Constitution describes a character's overall health and endurance. A creature's Constitution modifier is added to the amount of [[Hit points|hit points]] it gains on level up. This increase is  applied retroactively.


Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells.
=== Temporarily ===
Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment.{{note|name=mirror}}


== Intelligence ==
==== Ability score reduction ====
: Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]].
Some supernatural or magical effects (like [[Devour Intellect]]) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly.
Intelligence describes a character's reasoning and memory.


Intelligence is the spellcasting ability of wizards, fighters and rogues.
== See Also ==


== Wisdom ==
* [[List of equipment that affects ability scores]]
: Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]].
Wisdom describes a character's common sense and understanding, and is the spellcasting ability for clerics, druids and rangers, and is an important ability score for monks, as several of their class features depend on it.


Wisdom is also a commonly used ability for saves against spells.
== Footnotes ==
{{notelist}}


== Charisma ==
== References ==
: Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]].
{{reflist}}
Charisma describes a character's eloquence or force of personality, and is the spellcasting ability for bards, sorcerers, warlocks and paladins.


{{NavGameplay}}
{{NavGameplay}}


[[Category:Character Creation]]
[[Category:Statistics]]
[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Revision as of 04:49, 8 September 2024

This article is about the in-game attributes. You may be looking for Actions.

Abilities are representations of a creature's physical and mental attributes in Baldur's Gate 3. There are six abilities in Baldur's Gate 3, and every creature has a set of six ability scores – numerical values which represent how well they perform at each ability.

Each ability score translates directly into an ability score modifier – modifiers which function as bonuses or penalties that are added to most dice rolls in the game.

Overview

The six abilities each represent an aspect of a creature's capabilities:

Ability scores are bought with points during character creation. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.

Ability score modifiers

Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, saving throws and attack rolls a creature makes associated with that ability, as well as to the Difficulty Class (DC) of any spells that they cast.

Creatures also add an ability score modifier to initiative rolls and some damage rolls they make, and some features allow creatures to add additional or alternative ability score modifiers to specific rolls.

An ability's modifier is decreased by 1 for every odd score below 10, and is increased by 1 for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.[note 1]

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Ability checks

Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.

Skills

Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.

Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.[note 2]

Strength icon.png
Strength

Athletics

Dexterity icon.png
Dexterity

Acrobatics
Sleight of Hand
Stealth

Intelligence icon.png
Intelligence

Arcana
History
Investigation
Nature
Religion

Wisdom icon.png
Wisdom

Animal Handling
Insight
Medicine
Perception
Survival

Charisma icon.png
Charisma

Deception
Intimidation
Performance
Persuasion

List of skills, sorted by ability
Ability Score Skills
Strength Strength
Dexterity Dexterity
Intelligence Intelligence
Wisdom Wisdom
Charisma Charisma

All characters gain proficiency in two skills based on their chosen background during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.

Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add half their proficiency bonus (rounded down) to ability checks they make using skills they are not proficient in.

Proficiency does not stack – there's no benefit to having multiple sources of proficiency for a skill.

Expertise

Expertise.png

Characters can also have expertise in a skill, which allows them to add double their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency and expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.

Sources of expertise that require prior proficiency in the respective skill include:

  • Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
  • Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.

Sources of expertise that do not require prior proficiency in the respective skill include:

Common scenarios

Automatic rolls
Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a Perception ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity skill.
During dialogue
Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence-based skills like Investigation, History, or Religion to determine or remember facts.
Contests
A contest is a special type of ability check where one creature rolls an ability check against another creature's skill. Rather than rolling, the opposing creature uses a passive skill value given by 10 + skill bonus with on the relevant skill check adding 5 or subtracting 5. The passive skill value serves as the Difficulty Class (DC) of the skill check.
An example of this with Shove Shove. The creature attempting the shove makes an Athletics check versus the target's passive Athletics or Acrobatics, whichever is higher.
Another example is with Hide Hide where the sneaking creature makes a Stealth check against an enemy's passive Perception while in their cone of vision to avoid being detected.

Saving throws

Saving throws represent a creature’s attempt to “save” themselves from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like traps and surfaces. Each save has an associated ability – referred to using terms like Strength saving throw or Dexterity save – and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds an ability score modifier corresponding to that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.

While the result of an attempted saving throw is always binary – it is either a success or a failure – the exact outcome of a successful save depends on the effect in question. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, and sometimes negated entirely.

Saving throws do not automatically fail or succeed on natural 1s and 20s, except when made during dialogue.

A number of features affect saving throws, and some races have advantage on certain saves.

Save proficiency

All classes give save proficiency with two abilities. Though when multiclassing, only the first class taken gives its save proficiencies. An additional save proficiency can be gained by taking the Resilient feat.

Save DCs

The Difficulty Class rolled against when attempting to save is called save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a Fireball Fireball, then a successful save will merely halve the damage. Saving against Thunderwave Thunderwave both halves the damage taken, and prevents a creature from being pushed by the spell.

Different mechanics calculate save DC differently:

Danger save DC
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
Spell save DC
The Difficulty Class of a spell that can be saved against is determined through the following formula:
8 + proficiency bonus + spellcasting ability modifier.
Certain conditions and equipment worn by the caster can also affect their Spell Save DC.
This value can be checked by the shortcut key "K" and the target's saving throw can be checked by the shortcut key "T".
Weapon save DC
Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. Backbreaker). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:
Weapon Action DC = 8 + proficiency bonus + Strength or Dexterity modifier + inherent weapon action bonus DC
Certain weapon actions, notably Concussive Smash, instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher.

Other effects

In the case of threats that don't originate from a spellcaster, such as a trap or a poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a rather ineffective trap might have a DC of just 5, whereas an effective trap could have a DC of 15. A slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent venom from a snake could impose a DC 15 Constitution save on the victim.

Death saving throws

Death saving throws are a special type of saving throw made by playable characters after they have been Downed Downed. Death saves are made once per turn while the character remains Downed. If a Downed character receives damage from any source that isn't a critical hit, they automatically fail one death saving throw. A critical hit against a Downed character results in 2 failed saves. Melee attacks against a Downed target are always classified as a critical hit.

Three successful saves will let a creature stabilize, no longer needing to make death saves to survive, and three failures will lead to the creature becoming Dead Dead.

Death saving throws are not associated with an ability score and so don't get any modifiers, nor do they benefit from the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as Bless Bless) or specifically to death saves (such as Family Ring). Death saves are always DC 10. A character dies when three failures are accumulated, or stabilizes when three successes are accumulated, whichever happens first.

Death saving throws can be critical failures and critical successes. A natural 1 rolled for a death save will add two failures to a character's death save count, while a natural 20 will immediately stabilize the character regardless of their current death save count.

Spellcasting ability

For more information, see Spellcasting ability and proficiency.

Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.[note 3][note 4]

Intelligence
Fighter, Rogue, Wizard.
Wisdom
Cleric, Druid, Monk, Ranger.
Charisma
Barbarian, Bard, Paladin, Sorcerer, Warlock.

Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a first level in.

Interactions with classes

Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.

Overview of abilities and skills

Strength

Main article: Strength
Strength Score Icon.png

Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.

Uses of Strength

Attack and damage rolls
Creatures add their Strength modifier to the results of attack and damage rolls for melee weapons.
Jump distance
The distance which a creature can jump is determined by their Strength score.
Carrying capacity
A creature's Strength score is used to determine how much weight a creature can carry before becoming encumbered.
Throws
The maximum weight a creature can throw is determined by their Strength score.

Strength checks

General
Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
Athletics
Athletics is used during attempts to shove other creatures, as well as when attempting to resist being shoved.

Strength saves

Strength saves are rare, and primarily called for when attempting to resist being knocked prone.[1]

Dexterity

Main article: Dexterity
Dexterity Score Icon.png

Dexterity represents a creature's agility and reflexes.

Dexterity is the game's recommended primary stat for monks, rangers and rogues.

Uses of Dexterity

Attack and damage rolls
Creatures add their Dexterity modifier to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the Finesse property.
Armour Class
Creatures also add their Dexterity modifier to their Armour Class (AC) – making them more difficult to hit, up to a maximum of +2 when wearing most medium armour. The bonus is ignored when wearing heavy armour, unless otherwise specified.
Initiative
Creatures add their Dexterity modifier when rolling for initiative, used to determine the turn order during combat.

Dexterity checks

General
Dexterity checks are made when attempting to be nimble.
Acrobatics
Acrobatics is used to resist attempts at being shoved.
Sleight of Hand
Sleight of Hand is used when attempting to pick locks, disarm traps, pickpocket NPCs or when attempting to steal items without being noticed.
Stealth
Stealth is used to hide from other characters and when attempting to remain undetected while invisible.

Dexterity saves

Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.

Constitution

Main article: Constitution
Constitution Score Icon.png

Constitution represents a creature's health and endurance.

Uses of Constitution

Hit points
Creatures add their Constitution modifier to the amount of hit points they gain on level up. This increase is applied retroactively.

Constitution checks

Constitution checks are rare and have no associated skills.

General
Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.

Constitution saves

Constitution saves are made to maintain concentration on long-duration spells, and are used when saving against poisons or spells that test a target's endurance or resilience.

Intelligence

Main article: Intelligence
Intelligence Score Icon.png

Intelligence represents a creature's recall, as well as their ability to reason and think quickly.

Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.

Intelligence checks

General
Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
Arcana
Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
History
History is used when attempting to remember specific historical dates or events.
Investigation
Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
Nature
Nature is used when attempting to remember facts about nature.
Religion
Religion is used when attempting to remember facts about deities and the planes of existence.

Intelligence saves

Intelligence saves are used against psionic spells and features, such as those used by illithids.

Wisdom

Main article: Wisdom
Wisdom Score Icon.png

Wisdom represents a creature's awareness of their surroundings and their intuition.

Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.

Wisdom is also an important ability for monks, as several of their class features benefit from it.

Wisdom checks

General
Wisdom checks are attempts to discern situations and read between the lines.
Animal Handling
Animal Handling is used when interacting with animals.
Insight
Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
Medicine
Medicine is used during dialogue to heal and aid others, as well as by Transmutation School wizards to craft extra materials with the Experimental Alchemy class feature.
Perception
Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
Survival
Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.

Wisdom saves

Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.

Charisma

Main article: Charisma
Charisma Score Icon.png

Charisma represents a creature's ability to exert their will when interacting with others.

Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.

Charisma checks

General
Charisma checks are attempts at influencing others during dialogue.
Deception
Deception is used when attempting to deceive or trick others.
Intimidation
Intimidation is used when attempting to frighten or coerce others.
Performance
Proficiency in Performance allows characters to play instruments, and the skill is used when attempting to entertain others.
Persuasion
Persuasion is used when attempting to negotiate with or convince others.

Charisma saves

Charisma saves are rare, generally found only on effects which inflict the banished condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the Necromancy of Thay.

Improving or reducing ability scores

There are multiple ways of improving or reducing ability scores, either permanently or temporarily.

Permanently

Ability scores can be permanently improved through the Ability Improvement feat, though this cannot raise any score above 20.

There are also several ways of permanently improving ability scores through quests and interactions, which can raise ability scores over 20.[note 5]

Temporarily

Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.[note 5]

Ability score reduction

Some supernatural or magical effects (like Devour Intellect) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly.

See Also

Footnotes

  1. Ability score modifiers cannot be increased beyond +10, even if their respective ability scores are increased further.
  2. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.
  3. The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.
  4. Racial spells may use their own designated ability. For example, the cantrip granted during character creation by the elf or half-elf race always uses Intelligence, regardless of the creature's class.
  5. 5.0 5.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.

References