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Abilities: Difference between revisions

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* [[Charisma]] (CHA), charm or force of character.
* [[Charisma]] (CHA), charm or force of character.


=== Character creation ===
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.
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 ===
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its respective ability score. The modifier is added to dice rolls in the game, including [[Attack roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|saving throws]].
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 roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|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.
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.
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The formula used for calculation an ability score's modifier is {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}.
The formula used for calculation an ability score's modifier is {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}.
{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}


==== Spellcasting ability ====
==== Spellcasting ability ====
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
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|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.}}
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|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.}}{{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.}}


{{table list|
{{table list|
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; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
}}
=== Saving throws ===
{{see also|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.


=== Overview of abilities ===
=== Overview of abilities ===
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* Increases [[Carrying capacity|carrying capacity]] and jump distance.
* Increases [[Carrying capacity|carrying capacity]] and jump distance.
* Improves chances of success of shoving or resisting being shoved.
* Improves chances of success of shoving or resisting being shoved.
* The primary ability of fighters and barbarians.
:;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 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.
* 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.
* The primary ability of monks, rangers and rogues.
:; 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.
* 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.
* The primary ability of wizards.
* 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.
* The primary ability for clerics and druids
* Wisdom is a commonly used ability for saves against spells that test a creature's composure, willpower or self control.
* An important ability for monks, as several of their class features depend on it.
:; 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.
* The primary ability for bards, sorcerers, warlocks and paladins.
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]]
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]]


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==== Ability score reduction ====
==== 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.
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.
== Primary and secondary 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:
{{table list|
; Strength : [[Barbarian]], [[Fighter]]
; Dexterity : [[Monk]], [[Ranger]], [[Rogue]]
; Intelligence : [[Wizard]]
; Wisdom : [[Cleric]], [[Druid]]
; Charisma : [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]]
}}
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.


== Footnotes ==
== Footnotes ==
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