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Abilities

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Revision as of 11:49, 4 October 2023 by Guybrush42 (talk | contribs) (→‎Primary Ability: Fixed Fighter link)
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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 Modifiers - the bonuses or penalties that are added or subtracted from most rolls in the game.

The six Abilities are:

Generally the minimum possible Ability Score is 1, and the maximum is 20. A Score of 10 is considered average for a humanoid creature. 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), though this cannot raise them above 20. They may also be increased through powerful magical effects, though these are rare. Some monsters and magical creatures may have scores higher than 20.

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 a victim's Ability Score, potentially to zero. This is not automatically fatal.

Primary Ability

Each class has a Primary Ability, the Ability considered most important for that class. It typically affects the class's main features, such as spell DC for spellcasters, or attack and damage rolls for weapons the class is proficient with. There's otherwise no mechanical significance to the designation.

The Primary Abilities for the classes are:

For dedicated spellcaster classes, the Primary Ability is also the Spellcasting Ability. For non-spellcasters, the Primary Ability is a recommendation, but not the only viable way to build a character. For example, Fighter Fighters can be effective specializing in Dexterity using Finesse and ranged weapons.

Some classes have an important "secondary" ability not indicated by the game. For example, Monk Monks gain a bonus from Wisdom to their Armour Class, and also to unarmed damage if they follow the Way of the Open Hand.

Spellcasting Ability

Every class has an Ability that affects their spellcasting. For classes which don't specialise in spellcasting (usually those who learn to cast spells after level 1), this Spellcasting Ability is different to the class's Primary Ability. For more info, see Spellcasting Ability.

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 character's class.

Strength

Strength governs physical power. Higher Strength increases carry weight and jump distance. The Strength modifier improves chances of success on Athletics checks such as shoving or resisting shoves. This modifier increases Attack and damage for all melee weapons, although Finesse weapons can use Dexterity instead.

Strength is the primary modifier for characters that wear heavy armour or rely on pure physical damage from heavy weapons, such as many Fighter Fighters and Barbarian Barbarians. It can also be useful as a secondary attribute for Paladin Paladins and Cleric Clerics.

Dexterity

Dexterity describes a character's agility and finesse. The Dexterity modifier 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. This modifier increases Attack and damage for all ranged weapons, and can be used by Finesse melee weapons instead of Strength.

It is the primary modifier for characters that rely on light melee weapons or ranged weapons, such as Rogue Rogues, Monk Monks, and Ranger Rangers, and can be useful as a secondary modifier for Bard Bards and Druid Druids, especially in weapon attack (i.e. 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, improving the chance of avoiding hits. Medium armour tends to limit this AC benefit, and heavy armour tends to ignore it. However, armour has no effect on the Dexterity modifier for saving throws and skill checks.

Constitution

Constitution 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 Barbarian Barbarians as it is an essential component of the class's Unarmoured Defence ability.

Intelligence

Intelligence describes a character's reasoning and memory. The Intelligence modifier improves chances of success on Arcana, History, Investigation, Nature, and Religion checks.

Intelligence is the primary modifier for Wizard Wizards and is added to their spell attack modifier and spell save DC, and to their level to determine how many spells they can prepare. Intelligence is also the Spellcasting Ability for Arcane Trickster Rogue Rogues and Eldritch Knight Fighter Fighters, making it an essential secondary Ability for those subclasses.

Intelligence also modifies racial spells for Elves and Half-Elves, even in spellcasters who use a different ability for other spells.

Wisdom

Wisdom describes a character's common sense and understanding. The Wisdom modifier improves chances of success on Animal Handling, Insight, Medicine, Perception, and Survival checks.

It is the primary modifier for Cleric Clerics and Druid Druids and is added to their spell attack modifier and spell save DC. It is an important secondary modifier for Monk Monks as it is an essential component of the class's Unarmoured Defence, and also for Ranger Rangers, who use it as their Spellcasting Ability.

Charisma

Charisma describes a character's eloquence and/or force of personality. The Charisma modifier improves chances of success on Deception, Intimidation, Performance, and Persuasion checks.

It is the primary modifier for Bard Bards, Sorcerer Sorcerers, Warlock Warlocks, and Paladin Paladins 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.