Abilities

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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 score modifiers - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are:

Overview

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

Generally the minimum possible ability Score is 1, and the maximum is 20. A score of 10 is considered average for a humanoid creature, and player characters can't start with any score lower than 8. Ability scores are bought with points during Character Creation, and can be permanently increased through the Ability Improvement class feature (presented in the list of feats), though this cannot raise them above 20. They may also be increased through magical effects, though these are rare. Some monsters and magical creatures may have scores higher than 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.

Interactions with classes

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.

The primary abilities for the classes are:

For dedicated spellcaster classes, the primary ability corresponds to their spellcasting ability.

Spellcasting ability

For more information, see Spellcasting ability and proficiency.

Every class has an ability that affects their spellcasting. These affect the attack rolls and Difficulty Class of their spells.

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.

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.

Strength 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 ignore 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.

Intelligence is the primary modifier for Wizards and is added to their spell attack modifier and spell save DC, and to their level to determine how many spells they can prepare. Intelligence is also the Spellcasting Ability for Arcane Trickster Rogues and Eldritch Knight Fighters, making it an essential secondary Ability for those subclasses.

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, and also for Rangers, who use it as their Spellcasting Ability.

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.