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Wisdom is an ability score, and the primary ability of Clerics and Druids.
Wisdom affects your Animal Handling, Insight, Medicine, Perception, and Survival skills and improves spellcasting for Clerics, Druids, Monks and Rangers (better chance to hit enemies with spell attack rolls; increases the Difficulty Class of spells with Saving Throws).
Wisdom modifier chart
Baldur's Gate 3 uses the Point Buy ruleset.
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 |
Ways to increase
The following sources can permanently increase a character's Wisdom score:
- Auntie Ethel's Hair: +1 to any chosen ability
- Mirror of Loss: +2 to any chosen ability, up to a maximum of 24
- Necromancy of Thay: +1 to Wisdom Saving Throws
- Resilient: +1 to any chosen ability, up to a maximum of 20
Related items
Affecting Wisdom
The following items increase Wisdom while equipped:
- 40 increases Wisdom by 1 (up to 21)
The following items reduce Wisdom while equipped:
Affecting saving throws
The following items grant a +1 bonus to Wisdom saving throws:
The following items grant advantage on Wisdom saving throws:
Other effects:
- 40 grants Proficiency in Wisdom saving throws
- 40 grants advantage on saving throws against being charmed
- 40 incurs a -1 penalty to Wisdom saving throws
Conditions:
- Affected entity has a -1 penalty to Wisdom, Intelligence and Charisma saving throws for every turn remaining.
- When it fails a Wisdom, Intelligence, or Charisma saving throw while having 5 or more turns of this condition remaining, the entity takes 1d4Psychic damage and is no longer mentally fatigued.
- Mental Fatigue has a maximum Duration: 7 turns.
Benefiting from Wisdom
- 40 grants bonus damage equal to your Wisdom modifier with unarmed strikes