Abilities: Difference between revisions

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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.


=== Ability score modifiers ===
== Ability score modifiers ==
Each ability has an ability score modifier, which is derived from its ability score, that add their ability score modifiers to any ability checks, [[saving throws]] and [[attacks|attack rolls]] they make associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.
Each ability has an ability score modifier, which is derived from its ability score, that add their ability score modifiers to any ability checks, [[saving throws]] and [[attacks|attack rolls]] they make associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.


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{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}
==== Spellcasting ability ====
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an spellcasting ability whose modifier they add to the attack rolls and save DCs of their known 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|
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.
=== 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 class 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.


== Ability checks ==
== Ability checks ==
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{{SkillsTable}}
{{SkillsTable}}


==== Skill proficiencies ====
All characters gain proficiency in two skills based on their chosen [[background]] during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.
All characters gain proficiency in two skills based on their chosen [[background]] during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.


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An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
== 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 class 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.
== 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 abilities.
=== Spellcasting ability ===
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an spellcasting ability whose modifier they add to the attack rolls and save DCs of their known 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|
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.


== Overview of abilities and skills ==
== Overview of abilities and skills ==
=== Strength ===
=== Strength ===
{{main|Strength}}
{{main|Strength}}
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Strength represents a creature's ability to exert physical force.
Strength represents a creature's ability to exert physical force.


Strength is the game's recommended primary stat for barbarians and fighters.{{note|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.|name=recommended}}
Strength is the game's recommended primary stat for barbarians and fighters.


==== Uses of Strength ====
==== Uses of Strength ====
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Dexterity represents a creature's agility and reflexes.
Dexterity represents a creature's agility and reflexes.


Dexterity is the gams's recommended primary stat for monks, rangers and rogues.{{note|name=recommended}}
Dexterity is the gams's recommended primary stat for monks, rangers and rogues.


==== Uses of Dexterity ====
==== Uses of Dexterity ====
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Intelligence represents a creature's recall, as well as their ability to think quickly and reason.
Intelligence represents a creature's recall, as well as their ability to think quickly and reason.


Intelligence is the game's recommended primary stat for wizards, as it is the spellcasting ability of wizards, fighters and rogues.{{note|name=recommended}}
Intelligence is the game's recommended primary stat for wizards, as it is the spellcasting ability of wizards, fighters and rogues.


==== Intelligence checks ====
==== Intelligence checks ====
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Wisdom represents a creature's awareness of their surroundings and their intuition.
Wisdom represents a creature's awareness of their surroundings and their intuition.


Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.{{note|name=recommended}}
Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.


Wisdom is also an important ability for monks, as several of their class features benefit from.
Wisdom is also an important ability for monks, as several of their class features benefit from.
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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 barbadians, bards, paladins, sorcerers and warlocks.{{note|name=recommended}}
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbadians, bards, paladins, sorcerers and warlocks.


==== Charisma checks ====
==== Charisma checks ====