Abilities: Difference between revisions

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(Clarifications on primary/secondary/spellcasting abilities, minor rewording)
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* '''[[Strength]]''': Physical power
* '''[[Strength]]''': Physical power.
* '''[[Dexterity]]''': Agility and finesse
* '''[[Dexterity]]''': Agility and finesse.
* '''[[Constitution]]''': Overall health and endurance
* '''[[Constitution]]''': Overall health and endurance.
* '''[[Intelligence]]''': Rational reasoning and memory
* '''[[Intelligence]]''': Rational reasoning and memory.
* '''[[Wisdom]]''': Common sense and insight
* '''[[Wisdom]]''': Common sense and insight.
* '''[[Charisma]]''': Charm or force of character
* '''[[Charisma]]''': Charm or force of character.


=== Primary Ability ===
== Primary Ability ==
The primary ability of a class 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.
The primary ability of a class 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 different Primary Ability:
Each class has a different Primary Ability:
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* {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} '''[[Charisma]] (CHA)''':{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s
* {{SmallIcon|Charisma_Ability_Icon.png|link=Charisma}} '''[[Charisma]] (CHA)''':{{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s


=== Strength ===
For dedicated spellcaster classes, Primary Ability is the same as [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For non-spellcasters, this indicates a recommendation, but not the only viable way to build a character. For example, {{Class|Figher}}s can be effective when specializing in Dexterity using [[Finesse]] weapons and ranged weapons.
[[Strength]] is an ability score that governs physical power. Higher strength grants increased carry weight and jump distance, along with greater chance of success on [[Athletics]] checks such as shoving or preventing shoves. It can be used as a weapon attack and damage modifier for certain classes or builds.  


It is the primary modifier for {{Class|Fighter}}s and {{Class|Barbarian}}s and can be useful as a secondary modifier for {{Class|Paladin}}s and {{Class|Cleric}}s.
Some classes have an important "secondary" ability not indicated by the game, such as Wisdom for {{Class|Monk}}s, which affects their [[Armour Class]] and may contribute to unarmed damage via [[Way of the Open Hand]].


=== Dexterity ===
== Spellcasting Ability ==
[[Dexterity]] is an ability score that describes a character's agility and finesse. Higher dexterity 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. It can be used as a weapon attack and damage modifier for certain classes or builds.  
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.


It is the primary modifier for {{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 (ie. not spell) oriented builds.
== 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.


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, preventing successful hits against them. In builds using heavy armour, the advantage of a high dexterity modifier is often limited (usually to +2) or negated.
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.


=== Constitution ===
== Dexterity ==
[[Constitution]] is an ability score that 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]].
[[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 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 Throw|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 {{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.


=== Intelligence ===
== Intelligence ==
[[Intelligence]] is an ability score that describes a character's reasoning and memory. Higher intelligence grants a greater chance 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.
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 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.


=== Wisdom ===
== Wisdom ==
[[Wisdom]] is an ability score that describes a character's common sense and understanding. Higher intelligence grants a greater chance 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]].


=== Charisma ===
== Charisma ==
[[Charisma]] is an ability score that describes a character's eloquence and/or force of personality. Higher charisma grants a greater chance of success on [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]] checks.
[[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.  
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.  
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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 ==
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.
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.



Revision as of 20:39, 8 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 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 indicates a recommendation, but not the only viable way to build a character. For example, Fighers can be effective when specializing in Dexterity using Finesse weapons and ranged weapons.

Some classes have an important "secondary" ability not indicated by the game, such as Wisdom for Monks, which 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.

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 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 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 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 Wizards and is added to their spell attack modifier and spell save DC. It is also an essential secondary modifier for Arcane Trickster Rogues and Eldritch Knight 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 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.

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.

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.