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Abilities
Ability Scores refer to the Ability Points in each Ability. Abilities are a creature's physical and mental attributes. They affect most rolls. There are a total of six Abilities:
- Strength: Physical power
- 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
Primary Ability
The primary ability of a class affects the features specific to that class, such as spell DC for spellcasters, or weapon types that the class has default proficiency with. This designation has no other mechanical significance.
Each class has a different Primary Ability:
- Strength (STR): s, s
- Dexterity (DEX):s, s, s
- Intelligence (INT): s
- Wisdom (WIS): s, s
- Charisma (CHA):s, s, s, s
Strength
Strength is an ability score that governs physical power. Higher strength grants increased carry weight and jump distance, along with greater chance of success on Athletics checks such as shoving or preventing shoves. It can be used as a weapon attack and damage modifier for certain classes or builds.
It is the primary modifier for s and s and can be useful as a secondary modifier for s and s.
Dexterity
Dexterity is an ability score that describes a character's agility and finesse. Higher dexterity grants increased ability to minimize damage from area of effect spells or surfaces, along with greater chance of success on Acrobatics, Sleight of Hand, and Stealth checks. It can be used as a weapon attack and damage modifier for certain classes or builds.
It is the primary modifier for s, s, and s, and can be useful as a secondary modifier for s and s, especially in weapon attack (ie. not spell) oriented builds.
Dexterity is important for every class due to its benefits for Armour Class. A character's dexterity modifier is added to the AC granted by armour, preventing successful hits against them. In builds using heavy armour, the advantage of a high dexterity modifier is often limited (usually to +2) or negated.
Constitution
Constitution is an ability score that describes a character's overall health and endurance. Higher constitution grants more Hit Points at each level up and a greater chance of success on Saving Throws against Poisons.
Constitution is not the primary modifier of any class, but is recommended for high melee oriented builds as it grants more survivability. It is very important for s as it is an essential component of the class's Unarmoured Defence ability.
Intelligence
Intelligence is an ability score that describes a character's reasoning and memory. Higher intelligence grants a greater chance of success on Arcana, History, Investigation, Nature, and Religion checks.
It is the primary modifier for s and is added to their spell attack modifier and spell save DC. It is also an essential secondary modifier for Arcane Trickster s with the same functionality as in wizards.
Intelligence also modifies racial spells for Elves and Half-Elves, even in spellcasters who use a different ability for other spells.
Wisdom
Wisdom is an ability score that describes a character's common sense and understanding. Higher intelligence grants a greater chance of success on Animal Handling, Insight, Medicine, Perception, and Survival checks.
It is the primary modifier for s and s and is added to their spell attack modifier and spell save DC. It is an important secondary modifier for s as it is an essential component of the class's Unarmoured Defence.
Charisma
Charisma is an ability score that describes a character's eloquence and/or force of personality. Higher charisma grants a greater chance of success on Deception, Intimidation, Performance, and Persuasion checks.
It is the primary modifier for s, s, s, and s and is added to their spell attack modifier and spell save DC.
Charisma also modifies racial spells for Tieflings, even in spellcasters who use a different ability for other spells.
Ability Points
Ability Points can never less than 1 (except when drained, such as by Devour Intellect), and for common creatures, its natural value can be permanently increased up to 20 or temporarily increased above 20 through various enhancements, such as magical spells, feats, elixirs, or special equipment. For example, a simple rat may have a Strength of 1, whereas an exceptionally well-trained fighter could have a Strength of 20. The ability points of a creature determine its Ability Modifiers.