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{{ | {{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability score modifier]]''}} | ||
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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 modifier|ability score modifiers]] - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are: | |||
<gallery heights="100px" mode="packed"> | <gallery heights="100px" mode="packed"> | ||
Strength Score Icon.png|[[Strength]]|link=Strength | Strength Score Icon.png|[[Strength]]|link=Strength | ||
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Charisma Score Icon.png|[[Charisma]]|link=Charisma | Charisma Score Icon.png|[[Charisma]]|link=Charisma | ||
</gallery> | </gallery> | ||
== Overview == | == Overview == | ||
Each a ility describes a creature's capability in a different area: | |||
* [[Strength]] | * [[Strength]]: Physical power. | ||
* [[Dexterity]] | * [[Dexterity]]: Agility and finesse. | ||
* [[Constitution]] | * [[Constitution]]: Overall health and endurance. | ||
* [[Intelligence]] | * [[Intelligence]]: Rational reasoning and memory. | ||
* [[Wisdom]] | * [[Wisdom]]: Common sense and insight. | ||
* [[Charisma]] | * [[Charisma]]: Charm or force of character. | ||
Ability scores are bought with points during [[Character Creation | Generally the minimum possible ability Score is 1, and the maximum is 20. A score of 10 is considered average for a humanoid creature, and player characters can't start with any score lower than 8. 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|feats]]), though this cannot raise them above 20. They may also be increased through 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 one or more of the target's ability scores, potentially to zero. This is not automatically fatal. | |||
== Interactions with classes == | |||
=== 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. | |||
The primary abilities for the classes are: | |||
{{ | * {{SmallIcon|Strength Score Icon.png|link=Strength}} [[Strength]] (STR): {{Class|Barbarian}}s, {{Class|Fighter}}s | ||
* {{SmallIcon|Dexterity Score Icon.png|link=Dexterity}} [[Dexterity]] (DEX): {{Class|Monk}}s, {{Class|Ranger}}s, {{Class|Rogue}}s | |||
* {{SmallIcon|Intelligence Score Icon.png|link=Intelligence}} [[Intelligence]] (INT): {{Class|Wizard}}s | |||
* {{SmallIcon|Wisdom Score Icon.png|link=Wisdom}} [[Wisdom]] (WIS): {{Class|Cleric}}s, {{Class|Druid}}s | |||
* {{SmallIcon|Charisma Score Icon.png|link=Charisma}} [[Charisma]] (CHA): {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s | |||
For dedicated spellcaster classes, the primary ability corresponds to their [[Spells#Spellcasting_Ability_and_Proficiency|spellcasting ability]]. | |||
= | === 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 | Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells. | ||
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. | |||
[[ | |||
== Strength == | |||
[[Strength]] governs physical power. Higher Strength increases carry weight and jump distance. The Strength [[Ability Score Modifier|modifier]] improves chances of success on [[Athletics]] checks such as shoving or resisting shoves. This modifier increases [[Attack Roll|Attack]] and [[Damage Roll|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 {{Class|Fighter}}s and {{Class|Barbarian}}s. It can also be useful as a secondary attribute for {{Class|Paladin}}s and {{Class|Cleric}}s. | |||
== | == Dexterity == | ||
[[Dexterity]] describes a character's agility and finesse. The Dexterity [[Ability Score Modifier|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 Roll|Attack]] and [[Damage Roll|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 {{Class|Rogue}}s, {{Class|Monk}}s, and {{Class|Ranger}}s, and can be useful as a secondary modifier for {{Class|Bard}}s and {{Class|Druid}}s, 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 Throw]]s 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 {{Class|Barbarian}}s as it is an essential component of the class's [[Unarmoured Defence (Barbarian)|Unarmoured Defence]] ability. | |||
== | == Intelligence == | ||
[[Intelligence]] describes a character's reasoning and memory. The Intelligence [[Ability Score Modifier|modifier]] improves chances of success on [[Arcana]], [[History]], [[Investigation]], [[Nature]], and [[Religion]] checks. | |||
Intelligence is the primary modifier for {{Class|Wizard}}s 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]] {{Class|Rogue}}s and [[Eldritch Knight]] {{Class|Fighter}}s, making it an essential secondary Ability for those [[subclass]]es. | |||
Intelligence also modifies racial spells for [[Elf|Elves]] and [[Half-Elf|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 [[Ability Score Modifier|modifier]] improves chances of success on [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]] checks. | |||
It is the primary modifier for {{Class|Cleric}}s and {{Class|Druid}}s and is added to their spell attack modifier and spell save DC. It is an important secondary modifier for {{Class|Monk}}s as it is an essential component of the class's [[Unarmoured Defence (Monk)|Unarmoured Defence]], and also for {{Class|Ranger}}s, who use it as their [[Spellcasting Ability]]. | |||
== | == Charisma == | ||
[[Charisma]] describes a character's eloquence and/or force of personality. The Charisma [[Ability Score Modifier|modifier]] improves chances of success on [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]] checks. | |||
It is the primary modifier for {{Class|Bard}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, and {{Class|Paladin}}s and is added to their spell attack modifier and spell save DC. | |||
{{ | |||
Charisma also modifies racial spells for [[Tiefling|Tieflings]], even in spellcasters who use a different Ability for other spells. | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category: | [[Category:Character Creation]] | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |