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Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls. | Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls. | ||
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}} | An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}} | ||
{{AbilityScoreModifierTable}} | {{AbilityScoreModifierTable}} | ||
== Ability checks == | ==Ability checks== | ||
Ability checks | {{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}} | ||
== Saving throws == | |||
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}} | |||
== Spellcasting ability == | |||
{{hatnote|For more information, see [[Spells#Spellcasting_ability|Spellcasting ability]].}} | |||
{{hatnote|For more information, see [[Spells# | |||
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster 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.}} | Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster 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.}} | ||
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Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in. | Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in. | ||
== Interactions with classes == | |||
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. Classes do, however, frequently have features that rely on these abilities. | |||
== Overview of abilities and skills == | == Overview of abilities and skills == | ||
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Charisma represents a creature's ability to exert their will when interacting with others. | 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 | Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks. | ||
==== Charisma checks ==== | ==== Charisma checks ==== | ||
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; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others. | ; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others. | ||
; Persuasion : Persuasion is used when attempting to negotiate with or convince others. | ; Persuasion : Persuasion is used when attempting to negotiate with or convince others. | ||
==== Charisma saves ==== | |||
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]]. | |||
== Improving or reducing ability scores == | == Improving or reducing ability scores == | ||
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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. | ||
== See Also == | |||
* [[List of equipment that affects ability scores]] | |||
== Footnotes == | == Footnotes == |