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Abilities: Difference between revisions

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== Spellcasting Ability ==
== Spellcasting Ability ==
Every class has an ability that affects their spellcasting. For non-spellcasters, it does not match the Primary Ability indicated by the game. For more info, see [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. Racial spells may use their own designated ability.
Every class has an ability that affects their spellcasting. For non-spellcasters, it does not match the Primary Ability indicated by the game. For more info, see [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]].
 
Racial spells may use their own designated ability. For example, cantrips granted on character creation by the Elf or Half-Elf race always use Intelligence, regardless of the chosen class.


== Strength ==
== Strength ==

Revision as of 03:28, 24 September 2023

Template:Up to date

Ability Scores refer to the Ability Points in each Ability. Abilities are a creature's physical and mental attributes. They affect most rolls. There are a total of six Abilities:

Primary Ability

The primary ability of a class typically affects the features specific to that class, such as spell DC for spellcasters, or weapon types that the class has default proficiency with. This designation has no other mechanical significance.

Each class has a different Primary Ability:

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

Some classes have an important "secondary" ability not indicated by the game. For example, for Monk Monks, Wisdom affects their Armour Class and may contribute to unarmed damage via Way of the Open Hand.

Spellcasting Ability

Every class has an ability that affects their spellcasting. For non-spellcasters, it does not match the Primary Ability indicated by the game. For more info, see Spellcasting Ability.

Racial spells may use their own designated ability. For example, cantrips granted on character creation by the Elf or Half-Elf race always use Intelligence, regardless of the chosen 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.

It 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 negate 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.

It is the primary modifier for Wizard Wizards and is added to their spell attack modifier and spell save DC. It is also an essential secondary modifier for Arcane Trickster Rogue Rogues and Eldritch Knight Fighter Fighters with the same functionality as in Wizards.

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.

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.

Ability Points

Ability Points can never less than 1 (except when drained, such as by Devour Intellect), and for common creatures, its natural value can be permanently increased up to 20 or temporarily increased above 20 through various enhancements, such as magical spells, feats, elixirs, or special equipment. For example, a simple rat may have a Strength of 1, whereas an exceptionally well-trained fighter could have a Strength of 20. The ability points of a creature determine its Ability Modifiers.