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== Overview == | == Overview == | ||
Each ability describes a creature's capability in a different area: | Each ability describes a creature's capability in a different area: | ||
* [[Strength]] (STR) | * [[Strength]] (STR), physical power. | ||
* [[Dexterity]] (DEX) | * [[Dexterity]] (DEX), agility and finesse. | ||
* [[Constitution]] (CON) | * [[Constitution]] (CON), overall health and endurance. | ||
* [[Intelligence]] (INT) | * [[Intelligence]] (INT), rational reasoning and memory. | ||
* [[Wisdom]] (WIS) | * [[Wisdom]] (WIS), common sense and insight. | ||
* [[Charisma]] (CHA) | * [[Charisma]] (CHA), charm or 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 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. | ||
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=== Overview of abilities === | === Overview of abilities === | ||
; Strength | ; Strength | ||
* Creatures add their Strength modifier to the results of [[Attacks|attack]] and [[damage]] rolls for melee weapons. | |||
* Increases [[Carrying capacity|carrying capacity]] and jump distance. | |||
* Improves chances of success of shoving or resisting being shoved. | |||
:;Associated skills : [[Athletics]] | :;Associated skills : [[Athletics]] | ||
; Dexterity | ; Dexterity | ||
* 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. | |||
* Creatures also add their Dexterity modifier to their [[AC]], up to a maximum of ''+2'' when wearing medium [[armour]]. The bonus is ignored when wearing heavy armour. | |||
* Dexterity is a common ability used for saves against spells that deal area of effect damage, often halving the damage rolls of those spells. | |||
:; Associated skills : [[Acrobatics]], [[Sleight of Hand]], [[Stealth]] | :; Associated skills : [[Acrobatics]], [[Sleight of Hand]], [[Stealth]] | ||
; Constitution | ; Constitution | ||
* Creatures add their Constitution modifier to the amount of [[hit points]] they gain 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 that test a target's endurance or resilience. | |||
* Constitution saves are also used is used to maintain [[concentration]] on a long-duration spells. | |||
:; Associated skills : None | :; Associated skills : None | ||
; Intelligence | ; Intelligence | ||
* Intelligence is the spellcasting ability of wizards, fighters and rogues. | |||
* Intelligence saves are used against psionic spells and features, such as those used by [[illithids]]. | |||
:; Associated skills : [[Arcana]], [[History]], [[Investigation]], [[Nature]], [[Religion]] | :; Associated skills : [[Arcana]], [[History]], [[Investigation]], [[Nature]], [[Religion]] | ||
; Wisdom | ; Wisdom | ||
* Wisdom 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 a commonly used ability for saves against spells that test a creature's composure, willpower or self control. | |||
:; Associated skills : [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], [[Survival]] | :; Associated skills : [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], [[Survival]] | ||
; Charisma | ; Charisma | ||
* Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins. | |||
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]] | :; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]] | ||
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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. | 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. | ||
== | == Altering 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 [[permanent bonuses|permanently improving]] ability scores by 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}} | |||
=== Temporarily === | |||
Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment.{{note|name=mirror}} | |||
{{ | ==== 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 == | |||
{{notelist}} | |||
{{NavGameplay}} | {{NavGameplay}} |