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Abilities

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Revision as of 02:00, 27 December 2023 by Guybrush42 (talk | contribs) (→‎Ability checks: Copyediting)
This article is about the in-game attributes. You may be looking for Actions.

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

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

Overview

The six abilities each represent an aspect of a creature's capabilities:

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 ability score. The ability score modifiers are being added to any ability checks, saving throws and attack rolls a creature makes associated with that ability, as well as to the Difficulty Class (DC) of any spells that they cast.

Creatures also add an ability score modifier to initiative rolls and some damage rolls they make, and some features allow creatures to add additional or alternative ability score modifiers to specific rolls.

An ability's modifier is decreased by 1 for every odd score below 10, and is increased by 1 for every even score above 10.[note 1]

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

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 adds the relevant ability score modifier to the result on the die. They may also add their proficiency bonus, if they have a relevant proficiency. If the total result equals or exceeds a target Difficulty Class (DC), specific to the task, then the check is considered a success; otherwise it is a failure.

Formula: D20.png d20 + Ability score modifier + Proficiency bonus (when applicable)

In addition, a roll of 20 on the die always succeeds, and a roll of 1 on the die always fails, regardless of whether the result including modifiers meets the DC. These results are known as critical success and critical failure.[note 2]

Skills

Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.[note 3]

Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.

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

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.

Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add half their proficiency bonus (rounded down) to ability checks they make using skills they are not proficient in.

Skill proficiencies granted by each background
Background Skills
Acolyte Acolyte Insight Insight Religion Religion
Charlatan Charlatan Deception Deception Sleight of Hand Sleight of Hand
Criminal Criminal Deception Deception Stealth Stealth
Entertainer Entertainer Acrobatics Acrobatics Performance Performance
Folk Hero Folk Hero Animal Handling Animal Handling Survival Survival
Guild Artisan Guild Artisan Insight Insight Persuasion Persuasion
Noble Noble History History Persuasion Persuasion
Outlander Outlander Athletics Athletics Survival Survival
Sage Sage Arcana Arcana History History
Soldier Soldier Athletics Athletics Intimidation Intimidation
Urchin Urchin Sleight of Hand Sleight of Hand Stealth Stealth

Expertise

Characters can also have expertise in a skill, which allows them to add double their proficiency bonus:

  • Rogues gain expertise in two skills they are proficient in at both level 1 and level 6.
  • Bards gain expertise in two skills they are proficient in at both level 3 and level 10.
  • Knowledge Domain clerics gain expertise in two skills, from a choice of Arcana, History, Nature, and Religion, at level 1.
  • The Actor feat gives expertise in Deception and Performance.
  • Rock gnomes have expertise in History.

Multiple sources of skill proficiency

Neither proficiency nor expertise stack: there's no benefit to having multiple sources of proficiency for a skill, nor is there any benefit to having both proficiency and expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill.

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 an 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.

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.

Saving throws

Main article: 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.

All classes give save proficiency with two abilities – when multiclassing, only the first class taken gives its save proficiencies – but an additional save proficiency can be gained by taking the Resilient feat.

Spellcasting ability

For more information, see Spellcasting ability and proficiency.

Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.[note 4][note 5]

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 first level in.

Overview of abilities and skills

Strength

Main article: Strength
Strength Score Icon.png

Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.

Uses of Strength

Attack and damage rolls
Creatures add their Strength modifier to the results of attack and damage rolls for melee weapons.
Jump distance
The distance which a creature can jump is determined by their Strength score.
Carrying capacity
A creature's Strength score is used to determine how much weight a creature can carry before becoming encumbered.
Throws
The maximum weight a creature can throw is determined by their Strength score.

Strength checks

General
Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
Athletics
Athletics is used during attempts to shove other creatures, as well as when attempting to resist being shoved.

Strength saves

Strength saves are rare, and primarily called for when attempting to resist being knocked prone.[1]

Dexterity

Main article: Dexterity
Dexterity Score Icon.png

Dexterity represents a creature's agility and reflexes.

Dexterity is the game's recommended primary stat for monks, rangers and rogues.

Uses of Dexterity

Attack and damage rolls
Creatures add their Dexterity modifier 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.
Armour Class
Creatures also add their Dexterity modifier to their Armour Class (AC) – making them more difficult to hit, up to a maximum of +2 when wearing most medium armour. The bonus is ignored when wearing heavy armour, unless otherwise specified.
Initiative
Creatures add their Dexterity modifier when rolling for initiative, used to determine the turn order during combat.

Dexterity checks

General
Dexterity checks are made when attempting to be nimble.
Acrobatics
Acrobatics is used to resist attempts at being shoved.
Sleight of Hand
Sleight of Hand is used when attempting to pick locks, disarm traps, pickpocket NPCs or when attempting to steal items without being noticed.
Stealth
Stealth is used to hide from other characters and when attempting to remain undetected while invisible.

Dexterity saves

Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.

Constitution

Main article: Constitution
Constitution Score Icon.png

Constitution represents a creature's health and endurance.

Uses of Constitution

Hit points
Creatures add their Constitution modifier to the amount of hit points they gain on level up. This increase is applied retroactively.

Constitution checks

Constitution checks are rare and have no associated skills.

General
Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.

Constitution saves

Constitution saves are made 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

Main article: Intelligence
Intelligence Score Icon.png

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

Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.

Intelligence checks

General
Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
Arcana
Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
History
History is used when attempting to remember specific historical dates or events.
Investigation
Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
Nature
Nature is used when attempting to remember facts about nature.
Religion
Religion is used when attempting to remember facts about deities and the planes of existence.

Intelligence saves

Intelligence saves are used against psionic spells and features, such as those used by illithids.

Wisdom

Main article: Wisdom
Wisdom Score Icon.png

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.

Wisdom is also an important ability for monks, as several of their class features benefit from it.

Wisdom checks

General
Wisdom checks are attempts to discern situations and read between the lines.
Animal Handling
Animal Handling is used when interacting with animals.
Insight
Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
Medicine
Medicine is used during dialogue to heal and aid others, as well as by Transmutation School wizards to craft extra materials with the Experimental Alchemy class feature.
Perception
Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
Survival
Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.

Wisdom saves

Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.

Charisma

Main article: Charisma
Charisma Score Icon.png

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.

Charisma checks

General
Charisma checks are attempts at influencing others during dialogue.
Deception
Deception is used when attempting to deceive or trick others.
Intimidation
Intimidation is used when attempting to frighten or coerce others.
Performance
Proficiency in Performance allows characters to play instruments, and the skill is used when attempting to entertain others.
Persuasion
Persuasion is used when attempting to negotiate with or convince others.

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 any score above 20.

There are also several ways of permanently improving ability scores through quests and interactions, which can raise ability scores over 20.[note 6]

Temporarily

Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.[note 6]

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.

Footnotes

  1. Ability score modifiers cannot be increased beyond +10, even if their respective ability scores are increased further.
  2. This is a departure from standard tabletop D&D rules, which only use critical success and failure for attack rolls.
  3. Ability checks made using skills are often referred to as skill checks by the community, although they are not referred to as such in-game.
  4. The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.
  5. 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.
  6. 6.0 6.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.

References