Abilities: Difference between revisions

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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]]''}}
{{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability Score Modifier]]''}}


'''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:
'''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]]s - the bonuses or penalties that are added or subtracted from most rolls in the game.
 
The six Abilities are:
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Strength Score Icon.png|[[Strength]]|link=Strength
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* '''[[Wisdom]]''': Common sense and insight.
* '''[[Wisdom]]''': Common sense and insight.
* '''[[Charisma]]''': Charm or force of character.
* '''[[Charisma]]''': Charm or force of character.
Generally the minimum possible Ability Score is 1, and the maximum is 20. A Score of 10 is considered average for a humanoid creature. Ability Scores are bought with points during [[character creation]], and can be permanently increased through the [[Ability Score Increase]] class feature (presented in the list of [[feats]]), though this cannot raise them above 20. They may also be increased through powerful 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 a victim's Ability Score, potentially to zero. This is not automatically fatal.


== Primary Ability ==
== Primary Ability ==
The primary ability of a class typically affects the features specific to that class, such as spell [[Difficulty Class|DC]] for spellcasters, or weapon types that the class has default [[proficiency]] with. This designation has no other mechanical significance.
Each class has a Primary Ability, the Ability considered most important for that class. It typically affects the class's main features, such as spell [[Difficulty Class|DC]] for spellcasters, or attack and damage rolls for weapons the class is [[proficiency|proficient]] with. There's otherwise no mechanical significance to the designation.


Each class has a different Primary Ability:
The Primary Abilities for the classes are:


* {{SmallIcon|Strength Score Icon.png|link=Strength}}'''[[Strength]] (STR)''': {{Class|Fighter}}s, {{Class|Barbarian}}s
* {{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|Rogue}}s, {{Class|Monk}}s, {{Class|Ranger}}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|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|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
* {{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, Primary Ability is the same as [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For non-spellcasters, this is a recommendation, but not the only viable way to build a character. For example, {{Class|Figher}}s can be effective specializing in Dexterity using [[Finesse]] weapons and ranged weapons.
For dedicated spellcaster classes, the Primary Ability is also the [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For non-spellcasters, the Primary Ability is a recommendation, but not the only viable way to build a character. For example, {{Class|Figher}}s can be effective specializing in Dexterity using [[Finesse]] and ranged weapons.


Some classes have an important "secondary" ability not indicated by the game. For example, for {{Class|Monk}}s, Wisdom affects their [[Armour Class]] and may contribute to unarmed damage via [[Way of the Open Hand]].
Some classes have an important "secondary" ability not indicated by the game. For example, {{Class|Monk}}s gain a bonus from Wisdom to their [[Armour Class]], and also to unarmed damage if they follow the [[Way of the Open Hand]].


== 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]].
Every class has an Ability that affects their spellcasting. For classes which don't specialise in spellcasting (usually those who learn to cast spells after level 1), this Spellcasting Ability is different to the class's Primary Ability. 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.
Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf]] or [[Half-Elf]] race always uses Intelligence, regardless of the character's class.


== Strength ==
== 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]] 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.


It 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.
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 ==
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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.
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 negate it. However, armour has no effect on the Dexterity modifier for saving throws and skill checks.
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 ==
[[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|Saving Throws]] against [[Poisons]].
[[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.
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.
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[[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]] 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.


It is the primary modifier for {{Class|Wizard}}s and is added to their spell attack modifier and spell save DC. It is also an essential secondary modifier for [[Arcane Trickster]] {{Class|Rogue}}s and [[Eldritch Knight]] {{Class|Fighter}}s with the same functionality as in Wizards.
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.
Intelligence also modifies racial spells for [[Elf|Elves]] and [[Half-Elf|Half-Elves]], even in spellcasters who use a different ability for other spells.
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[[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.
[[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]].
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 ==
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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.  
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.
Charisma also modifies racial spells for [[Tiefling|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 Score Modifier|Ability Modifier]]s.


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Revision as of 12:45, 4 October 2023

Template:Up to date

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 Modifiers - the bonuses or penalties that are added or subtracted from most rolls in the game.

The six Abilities are:

Generally the minimum possible Ability Score is 1, and the maximum is 20. A Score of 10 is considered average for a humanoid creature. Ability Scores are bought with points during character creation, and can be permanently increased through the Ability Score Increase class feature (presented in the list of feats), though this cannot raise them above 20. They may also be increased through powerful 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 a victim's Ability Score, potentially to zero. This is not automatically fatal.

Primary Ability

Each class has a Primary Ability, the Ability considered most important for that class. It typically affects the class's main features, such as spell DC for spellcasters, or attack and damage rolls for weapons the class is proficient with. There's otherwise no mechanical significance to the designation.

The Primary Abilities for the classes are:

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

Some classes have an important "secondary" ability not indicated by the game. For example, Monks gain a bonus from Wisdom to their Armour Class, and also to unarmed damage if they follow the Way of the Open Hand.

Spellcasting Ability

Every class has an Ability that affects their spellcasting. For classes which don't specialise in spellcasting (usually those who learn to cast spells after level 1), this Spellcasting Ability is different to the class's Primary Ability. For more info, see Spellcasting Ability.

Racial spells may use their own designated ability. For example, the cantrip granted during character creation by the Elf or Half-Elf race always uses Intelligence, regardless of the character's 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.

Strength is the primary modifier for characters that wear heavy armour or rely on pure physical damage from heavy weapons, such as many Fighters and Barbarians. It can also be useful as a secondary attribute for Paladins and 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 Rogues, Monks, and Rangers, and can be useful as a secondary modifier for Bards and 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 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 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 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.

Intelligence is the primary modifier for Wizards 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 Rogues and Eldritch Knight Fighters, making it an essential secondary Ability for those subclasses.

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 Clerics and Druids and is added to their spell attack modifier and spell save DC. It is an important secondary modifier for Monks as it is an essential component of the class's Unarmoured Defence, and also for Rangers, who use it as their Spellcasting Ability.

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 Bards, Sorcerers, Warlocks, and 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.