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Abilities

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Abilites are representations of a creature's physical and mental attributes. There are six abilities in Baldur's Gate 3, and every creature has a set of six ability scores, numerical values which repdesent how well they perform at each ability.

Each ability score translate directly into an ability score modifier – modifiers which function as bonuses or penalties that are added to (or subtracted from) most dice rolls in the game.

Overview

Each ability describes a creature's capability in a different area:

Ability scores are bought with points during 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

Each ability has an ability score modifier, which is derived from its respective ability score. The modifier is added to dice rolls in the game, including attack rolls, damage rolls, ability checks and saving throws.

Ability score modifiers are decreased by 1 for every odd ability score below 10, and are increased by 1 for every even ability score above 10.

For example, a Strength score of 8 or 9 has a Strength modifier of -1, and a Strength score of 12 or 13 has a Strength modifier of +1.

The formula used for calculation an ability score's modifier is Modifier = (Score − 10) ÷ 2 (rounded down).

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Spellcasting ability

For more information, see Spellcasting ability and proficiency.

Every class has an ability that affects their spellcasting, and they add its respective ability score modifier to the attack rolls and Difficulty Class of their spells.[note 1]

Intelligence
Fighter, Rogue, Wizard.
Wisdom
Cleric, Druid, Monk, Ranger.
Charisma
Barbarian, Bard, Paladin, Sorcerer, Warlock.

Overview of abilities

Strength
  • Creatures add their Strength modifier to the results of attack and damage rolls for melee weapons.
  • Increases carrying capacity and jump distance.
  • Improves chances of success of shoving or resisting being shoved.
Associated skills
Athletics
Dexterity
  • Creatures add their Dexterity modifier to to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the Finesse property.
  • Creatures also add their Dexterity modifier to their AC, up to a maximum of +2 when wearing medium armour. The bonus is ignored when wearing heavy armour.
  • Dexterity is a common ability used for saves against spells that deal area of effect damage, often halving the damage rolls of those spells.
Associated skills
Acrobatics, Sleight of Hand, Stealth
Constitution
  • Creatures add their Constitution modifier to the amount of hit points they gain on level up. This increase is applied retroactively.
  • Constitution is commonly used for saves against poisons, and is a common ability used in saves against spells that test a target's endurance or resilience.
  • Constitution saves are also used is used to maintain concentration on a long-duration spells.
Associated skills
None
Intelligence
  • Intelligence is the spellcasting ability of wizards, fighters and rogues.
  • Intelligence saves are used against psionic spells and features, such as those used by illithids.
Associated skills
Arcana, History, Investigation, Nature, Religion
Wisdom
  • Wisdom is the spellcasting ability for clerics, druids and rangers, and is an important ability score for monks, as several of their class features depend on it.
  • Wisdom is a commonly used ability for saves against spells that test a creature's composure, willpower or self control.
Associated skills
Animal Handling, Insight, Medicine, Perception, Survival
Charisma
  • Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins.
Associated skills
Deception, Intimidation, Performance, Persuasion

Ability checks

Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20, and then adds the relevant ability score modifier and, if applicable, proficiency bonus to the results of the roll. If the final results equal or exceeds a target Difficulty Class (DC), specific to that task, it is considered as success.

Formula: D20.png d20 + Ability Score Modifier + (when applicable) proficiency Bonus

Skills

See also: Skills

Ability checks are usually made using a specified skill. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of that roll, in addition to the relevant ability score modifier. These rolls are often referred to as skill checks by the community, although they are not referred to as such in-game.

Strength icon.png
Strength

Athletics

Dexterity icon.png
Dexterity

Acrobatics
Sleight of Hand
Stealth

Intelligence icon.png
Intelligence

Arcana
History
Investigation
Nature
Religion

Wisdom icon.png
Wisdom

Animal Handling
Insight
Medicine
Perception
Survival

Charisma icon.png
Charisma

Deception
Intimidation
Performance
Persuasion

List of skills, sorted by ability
Ability Score Skills
Strength Strength
Dexterity Dexterity
Intelligence Intelligence
Wisdom Wisdom
Charisma Charisma

Common scenarios

Automatic rolls

Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a Perception ability check to determine whether the creation notices the trap. Perception is a Wisdom Skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity Skill.

During dialogue

Ability checks are also common during dialogue, where some responses require a ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception or Intimidation to influence others, or Intelligence-based Skills like Investigation, History or Religion to determine or remember facts.

Contests

A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.

An example of this is the Shove 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.

Improving or reducing ability scores

There are multiple ways of improving or reducing ability scores, either permanently or temporarily.

Permanently

Ability scores can be permanently improved through the Ability Improvement feat, though this cannot raise a score above 20.

There are also several ways of permanently improving ability scores by through quests and interactions, which can raise ability scores over 20.[note 2]

Temporarily

Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.[note 2]

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.

Primary and secondary abilities

Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game:

Strength
Barbarian, Fighter
Dexterity
Monk, Ranger, Rogue
Intelligence
Wizard
Wisdom
Cleric, Druid
Charisma
Bard, Paladin, Sorcerer, Warlock

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.

Footnotes

  1. 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 creature's class.
  2. 2.0 2.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.