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'''Ability scores''' are the numerical values for a character's six abilities. They represent a creature's physical and mental attributes. The scores translate directly into | '''Ability scores''' are the numerical values for a character's six abilities. They represent a creature's physical and mental attributes. The scores translate directly into ability score modifiers - the bonuses or penalties that are added to (or subtracted from) most [[Dice rolls|dice rolls]] in the game. | ||
<gallery heights="100px" mode="packed"> | <gallery heights="100px" mode="packed"> | ||
Strength Score Icon.png|[[Strength]]|link=Strength | Strength Score Icon.png|[[Strength]]|link=Strength | ||
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* [[Charisma]]: Charm or force of character. | * [[Charisma]]: Charm or force of character. | ||
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 lf the ability score increases are applied. | |||
Ability scores can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20. | |||
=== 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 roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|saving throws]]. | |||
Ability | Ability score modifiers are decreased by ''1'' for every odd ability score below 10, and are increased by ''1'' for every even ability adore above 10. | ||
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 {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}. | |||
{{AbilityScoreModifierTable}} | |||
== Interactions with classes == | == Interactions with classes == | ||
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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. | 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. | ||
== Strength == | == Overview of abilities == | ||
==== Strength ==== | |||
: Associated skills: [[Athletics]]. | : Associated skills: [[Athletics]]. | ||
Strength | A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons. | ||
== Dexterity == | ==== Dexterity ==== | ||
: Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]]. | : Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]]. | ||
A creature's Dexterity modifier is added 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. | |||
A creature's Dexterity modifier is also added to their [[Armour Class]] (AC), but the bonus added may be limited depending on what armour they have equipped. | A creature's Dexterity modifier is also added to their [[Armour Class]] (AC), but the bonus added may be limited depending on what armour they have equipped. | ||
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Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells. | Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells. | ||
== Constitution == | ==== Constitution ==== | ||
: Associated skills: None. | : Associated skills: None. | ||
A creature's Constitution modifier is added to the amount of [[Hit points|hit points]] it gains on level up. This increase is applied retroactively. | |||
Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells. | Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells. | ||
== Intelligence == | ==== Intelligence ==== | ||
: Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]]. | : Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]]. | ||
Intelligence is the spellcasting ability of wizards, fighters and rogues. | Intelligence is the spellcasting ability of wizards, fighters and rogues. | ||
== Wisdom == | ==== Wisdom ==== | ||
: Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]]. | : Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]]. | ||
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 also a commonly used ability for saves against spells. | Wisdom is also a commonly used ability for saves against spells. | ||
== Charisma == | ==== Charisma ==== | ||
: Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]]. | : Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]]. | ||
Charisma | Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins | ||
== Notes == | |||
* While ability scores cannot normally be increased over 20, certain [[Permanent bonuses|permanent bonuses]] can permanently increase ability scores over 20. | |||
* Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment. | |||
* Some supernatural or magical effects (like [[Devour Intellect]]) can drain abilities, reducing one or more of the target's ability scores, potentially to zero. This is not automatically fatal. | |||
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