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Abilities
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[edit | edit source]
There are six abilities each of them represents an aspect of a creature's capabilities:
-
Strength
physical power and might -
Dexterity
agility, coordination and balance -
Constitution
health and endurance -
Intelligence
rational reasoning and memory -
Wisdom
awareness and insight -
Charisma
influence and force of character
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[edit | edit source]
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. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.[note 1]
| 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[edit | edit source]
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's DC. The DC of these checks are generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.
Skills[edit source]
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.
Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.[1]
None |
| Ability Score | Skills |
|---|---|
| Charisma | |
| Constitution |
|
| Dexterity | |
| Intelligence | |
| Strength | |
| Wisdom |
Custom characters gain proficiency in two skills based on their chosen background during character creation, with origin characters having predetermined backgrounds. All characters can choose 2 more skills to be proficient in from a list of skills determined by their class (bards and rangers choose 3, while rogues choose 4).
Additionally, some races, subclasses, and feats also grant 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.
Proficiency does not stack – there is no benefit to having multiple sources of proficiency for a skill.
Expertise[edit source]

Characters can also have expertise in a skill, which allows them to add double their proficiency bonus when making a corresponding ability check. While it is possible to have both proficiency and expertise in a skill, they do not stack. However, some sources of expertise do require the character to already be proficient in a skill.
Sources of expertise that require prior proficiency in the respective skill include:
- Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.
- Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
Sources of expertise that do not require prior proficiency in the respective skill include:
- A Rock gnome's expertise in History
- A Knowledge Domain Cleric's selection of expertise in two of the following skills at level 1: Arcana, History, Nature, or Religion
- Expertise in Deception and Performance from the Actor feat
- Expertise in Deception, Intimidation, and Persuasion from the Illithid Expertise feature
Types of ability checks[edit source]
- Automatic rolls
- Some ability checks are automatic. For example, when a creature approaches a trap, a passive Perception check is rolled to determine whether they notice it. Perception is a Wisdom skill, so the creature adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check.
- During dialogue
- Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence skills like Arcana, History, or Religion to determine or remember facts. Before these checks, a button labelled "Add Bonus" appears along the bottom of the screen,[2] allowing the player character and other party members to freely use available spells and consumables to grant bonuses to the check. This is also possible when making ability checks while interacting with objects, such as when disarming traps or picking locks.
- Contests
- A contest is a special type of ability check where one creature rolls an ability check against another creature's skill. Rather than rolling, the opposing creature sets the DC for the ability check using their passive skill value, given by 10 + skill modifier. If a creature currently has a source of advantage on ability checks with the relevant skill, they add 5 to their passive skill; with disadvantage, they subtract 5.
- Contests are used when attempting to Shove or Throw another creature. The creature attempting the shove or throw makes a contested Athletics check versus the target's passive Athletics or Acrobatics, whichever is higher.
- Contests are also used when Hiding. The sneaking creature makes a contested Stealth check against an opponent's passive Perception while in their cone of vision to avoid being detected.
Saving throws[edit | edit source]
Saving throws represent a creature's attempt to "save" themself from harm. Spells and actions taken by other creatures frequently allow their targets to attempt a save, as do hazards like traps and surfaces. Each save has an associated ability and a save DC that creatures attempting to save roll against. When attempting a save, a creature adds the ability score modifier of that save's associated ability, and if they are proficient in saves made using that ability, they add their proficiency bonus as well.
While the result of an attempted saving throw is always binary – either a success or a failure – the exact outcome of a successful save depends on the effect in question. Typically, the damage or conditions inflicted by the associated effect will be reduced in severity, or sometimes negated entirely.
As stated above, saving throws do not automatically fail or succeed on natural 1s and natural 20s, except when made during dialogue.
A number of features affect saving throws, and some races have advantage on certain types of saves.
Save proficiency[edit source]
Each class grants proficiency in saving throws with two abilities. Though when multiclassing, only the first class taken grants saving throw proficiencies (unless they come from a separate feature, like Iron Mind). An additional save proficiency can be gained by taking the Resilient feat.
| Barbarian | Bard | Cleric |
|---|---|---|
| Druid | Fighter | Monk |
| Paladin | Ranger | Rogue |
| Sorcerer | Warlock | Wizard |
Save DCs[edit source]
The Difficulty Class rolled against when attempting to save is called the save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage because it successfully evades the spikes. On the other hand, if caught in the area of effect of a Fireball spell, then a successful save merely halves the damage. Saving against a Thunderwave spell both halves the damage taken and prevents a creature from being pushed by the spell.
Different mechanics calculate save DC differently:
- Spell save DC
- The Difficulty Class of a spell that can be saved against is determined through the following formula:
- 8 + proficiency bonus + spellcasting ability modifier
- Each class has a spellcasting ability, which is used for its class features (features that appear under a class's tab in the spellbook) and spells that call for a spellcasting ability modifier. Some non-class features also use this spellcasting ability, such as spells cast through items (including scrolls), free recasts of Recastable spells (regardless of source), and Illithid Powers. A multiclassed character uses the spellcasting ability of their newest class (the class in which they most recently reached level 1) for non-class features. There are some class features which are bugged and will incorrectly use the newest class's spellcasting ability, as noted on those features' pages.
Spellcasting Ability Intelligence Wisdom Charisma
- Certain conditions and equipment worn by the caster can also affect their spell save DC.
- Spellcasting classes can check their spell save DC in the spellbook (shortcut "K"). A target's saving throws can be checked by examining them (shortcut "T").
- Weapon action DC
- Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. Backbreaker). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a save to avoid them. Each weapon action can grant its own inherent bonus to DC that is not listed anywhere, but is frequently +2. The Difficulty Class of saves against weapon actions is calculated as follows:
- Equipment other than weapons may have features that use weapon action DC. Some class features also use weapon action DC, notably most manoeuvres of a Battle Master, and many Monk abilities, such as Stunning Strike.
- Some unique weapons actions instead use spell save DC.
- Hybrid save DC
- Certain weapon actions, notably Concussive Smash, instead allow the acting creature to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher.
- Fixed Save DC
- In the case of threats which do not originate from a spellcaster, such as a trap or poisonous apple, the game sets the DC based on how serious the threat is intended to be. For example, a slightly spoiled tart could impose a DC 5 Constitution save when eaten, whereas a potent snake venom could impose a DC 15 Constitution save on the victim. Many consumable items, such as elemental arrows, throwables, and coatings, use fixed save DCs.
Death saving throws[edit source]
Death saving throws are a special type of saving throw made by playable characters after they have been Downed. Death saves are made once per turn while the character remains Downed. Death saves are always DC 10. If a Downed character receives damage from any source that is not a critical hit, they automatically fail one death saving throw. A critical hit against a Downed character results in 2 failed saves. Melee attacks against a Downed target are always classified as critical hits.
Playable characters die when three failures are accumulated or stabilise when three successes are accumulated, whichever happens first.
Death saving throws are not associated with an ability score and so do not get any ability score modifiers, nor do they benefit from a proficiency bonus. They only benefit from bonuses which apply to all saving throws (such as Bless) or specifically to death saves (such as from the Family Ring).Spellcasting ability[edit | edit source]
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.[note 2][note 3]
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a first level in.
Interactions with classes[edit | edit source]
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 these abilities.
Overview of abilities and skills[edit | edit source]
Strength[edit | edit source]

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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
Strength saves are rare, and primarily called for when attempting to resist being knocked prone.
Dexterity[edit | edit source]

Dexterity represents a creature's agility and reflexes.
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
Uses of Dexterity[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.
Constitution[edit | edit source]

Constitution represents a creature's health and endurance.
Uses of Constitution[edit | edit source]
- 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[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]
- 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[edit | edit source]
Intelligence saves are used against psionic spells and features, such as those used by illithids.
Wisdom[edit | edit source]

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[edit | edit source]
- 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[edit | edit source]
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[edit | edit source]

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 barbarians, bards, paladins, sorcerers and warlocks.
Charisma checks[edit | edit source]
- 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.
Charisma saves[edit | edit source]
Charisma saves are rare, generally found only on effects which inflict the banished condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the Necromancy of Thay.
Improving or reducing ability scores[edit | edit source]
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.
Permanently[edit | edit source]
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 4]
Temporarily[edit | edit source]
Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.[note 4]
Ability score reduction[edit | edit source]
Some supernatural or magical effects (like Devour Intellect) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to 0. If any score is reduced to 0, the target dies instantly.
Priority[edit | edit source]
Ability score bonuses always apply in a specific order, sometimes unexpectedly preventing bonuses from working together. The Ability Improvement feat is always added first, alongside the Athlete, Lightly Armoured, Moderately Armoured, Performer, Tavern Brawler, and Weapon Master feats (which are all coded as Ability Improvements and show up as "from Class" on the tooltip of an ability score). These bonuses can never increase an ability score above 20, and if all the ability scores increased by these feats are already at or above 20, then these feats cannot be taken. For example, Performer cannot be taken if a character already has 20 Charisma. Note that the ability scores shown on the level-up screen include all feats, even those that aren't treated as Ability Improvements.
Next, uncapped bonuses are added. These are bonuses which apply regardless of an ability score's value and have no maximum value indicated in their description or tooltip. The only bonuses in the game that seem to act this way are:
- Actor (feat)
- Devilfoil Masks ( Infernal Legion)
- Duke Ravengard's Longsword
- Nimblefinger Gloves ( Nimblefinger)
- Auntie Ethel's Hair
- Potion of Everlasting Vigour
- Broken Promises (temporary)
- Spirit of the Land
Lastly, capped bonuses are added. These are the majority of bonuses in the game, such as from the Resilient and Heavily Armoured feats, and items like The Mighty Cloth and Khalid's Gift. These bonuses will only apply if they would not increase an ability score above the bonus's cap value (usually 20). If the bonus is greater than +1, then it can partially apply until the ability score reaches the cap. The bonuses seem to apply in ascending order, with bonuses having the lowest cap applying first, effectively maximising their value (ignoring uncapped bonuses). The bonuses from the Mirror of Loss (including the +1 Charisma Patriar's Memory) are all capped bonuses, with a maximum of 24, meaning that they are always applied last.
See Also[edit | edit source]
Notes[edit | edit source]
- ↑ Ability score modifiers cannot be increased beyond +10, even if their respective ability scores are increased further.
- ↑ 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.
- ↑ 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.
- ↑ 4.0 4.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.
References[edit | edit source]
- ↑ These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.
- ↑ Certain story events do not allow adding bonuses in this way, such as checks to resist the Dark Urge.
- ↑ 3.0 3.1 The fighter and rogue do not have a spellcasting ability properly defined, and so use the default spellcasting ability, which is Intelligence. For a monoclassed character, this works as expected, but if they are multiclassed and their most recently taken class was fighter or rogue, then the next most recent class's spellcasting ability will be used instead.
The Arcane Trickster and Eldritch Knight subclasses, however, do properly define Intelligence as their spellcasting ability, and so a multiclassed character with either of those subclasses will behave as expected. Even though the spellcasting ability for those subclasses is only defined at level 3, the newest class is still the last one to reach level 1. For example, if a character takes their first level in sorcerer, and then a level in fighter, and then a level in druid, their spellcasting ability will be Wisdom. Even if they then take two more levels in fighter and choose the Eldritch Knight subclass, their spellcasting ability will remain Wisdom, since they took their first level in druid more recently than in fighter.