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Abilites are representations of a creature's physical and mental attributes. There are six abilities in Baldur's Gate 3, and every creature has a set of six ability scores, numerical values which repdesent how well they perform at each ability.
Each ability score translate directly into an ability score modifier – modifiers which function as bonuses or penalties that are added to (or subtracted from) most dice rolls in the game.
Overview
Each ability describes a creature's capability in a different area.
- Strength (STR)
- Physical power
- Associated skills
- Athletics
- Dexterity (DEX)
- Agility and finesse
- Associated skills
- Acrobatics, Sleight of Hand, Stealth
- Constitution (CON)
- Overall health and endurance
- Associated skills
- None
- Intelligence (INT)
- Rational reasoning and memory
- Associated skills
- Arcana, History, Investigation, Nature, Religion
- Wisdom (WIS)
- Common sense and insight
- Associated skills
- Animal Handling, Insight, Medicine, Perception, Survival
- Charisma (CHA)
- Charm or force of character
- Associated skills
- Deception, Intimidation, Performance, Persuasion
Character creation
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.
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.
Ability score modifiers
Each ability has an ability score modifier, which is derived from its respective ability score. These modifiers are added to various dice rolls in the game, including attack rolls, damage rolls, ability checks and saving throws.
Ability score modifiers are decreased by 1 for every odd ability score below 10, and are increased by 1 for every even ability score above 10.[note 1]
The formula used for calculation an ability score's modifier is Modifier = (Score − 10) ÷ 2 (rounded down).
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 |
Spellcasting ability
Every class has an ability that affects their spellcasting, and they add its respective ability score modifier to the attack rolls and Difficulty Class of their spells.[note 2][note 3]
Saving throws
Each saving throw has an associated ability, and creatures can have proficiency with or advantage on saves that use a specific ability, usually granted by clads and race, respectively.
- Dexterity is a common ability used for saves against spells that deal area of effect damage, often halving the damage rolls of those spells.
- Constitution saves are used is used 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 saves are used against psionic spells and features, such as those used by illithids.
- Wisdom is a commonly used ability for saves against spells that test a creature's composure, willpower or self control.
Ability checks
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20, and then adds the relevant ability score modifier and, if applicable, proficiency bonus to the results of the roll. If the final results equal or exceeds a target Difficulty Class (DC), specific to that task, it is considered as success.
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.[note 4]
Character add their proficiency bonus to any ability checks they make using skills they are proficient in.
Ability Score | Skills |
---|---|
Skill proficiencies
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 at level 2, allowing them to add half their proficiency bonus to ability checks they make using skills they are not proficient in.
Background | Skills | |
---|---|---|
Expertise
Characters can also have expertise in a skill, which allows them to add double their proficiency bonus:
- Rogues gain expertise in two skills they are proficient in at both level 1 and level 6.
- Bards gain expertise in two skills they are proficient in at both level 3 and level 10
- Knowledge Domain clerics gain expertise in two skills, from a choice of Arcana, History, Nature and Religion, at level 1.
- The Actor feat gives expertise in Deception and Performance.
- Gnome#Rock gnomes have both expertise in History.
Multiple sources of skill proficiency
Neither proficiency nor expertise stack: there is no special benefit to having multiple sources of proficiency on a single character, nor is there any benefit to having both proficiency and expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill in order to gain expertise in it.
Common scenarios
Automatic rolls
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a Perception ability check to determine whether the creation 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 a 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 in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
An example of this is the
action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.Overview of abilities and skills
Strength
Strength represents a creature's ability to exert physical force.
Strength 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.
Dexterity
Dexterity represents a creature's agility and reflexes.
Dexterity is the gams's recommended primary stat for monks, rangers and rogues.
Uses of Dexterity
- Attack and damage rolls
- Creatures add their Dexterity modifier to 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 medium armour. The bonus is ignored when wearing heavy armour.
- 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
- Sleigh of Hand is used when attempting to pick locks, disarm traps, pickpocketing 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.
Constitution
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.
Intelligence
Intelligence represents a creature's recall, as well as their ability to think quickly and reason.
Intelligence is the game's recommended primary stat for wizards, as 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 when attempting to remember facts about nature.
- Religion
- Religion is used when attempting to remember facts about deities and the planes of existence.
Wisdom
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 creatures 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 to dialogues when dealing with anything related to experience with animals or the wilderness.
Charisma
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 barbadians, 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.
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 a score above 20.
There are also several ways of permanently improving ability scores by 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.
Footnotes
- ↑ Ability score modifiera cannot be increased beyond +10, even if their respective ability scores are increased further.
- ↑ 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 or half-elf race always uses Intelligence, regardless of the creature's class.
- ↑ Ability checks made using skills are often referred to as skill checks by the community, although they are not referred to as such in-game.
- ↑ 5.0 5.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.