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Abilities: Difference between revisions
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Reformatted article. Removed repeat information, added related information.
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{{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability score modifier]]''}} | {{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability score modifier]]''}} | ||
'''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 modifier|ability score modifiers]] - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are: | '''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 modifier|ability score modifiers]] - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are: | ||
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== Strength == | == Strength == | ||
[[Strength]] governs physical power. | : Associated skills: [[Athletics]]. | ||
[[Strength]] governs physical power. Strength increases a creature's carry weight 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 == | |||
: Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]]. | |||
[[Dexterity]] describes a character's agility and finesse. The Dexterity modifiers 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. | |||
Medium armour usually limits the bonus added to the creature's AC to ''+2'', whereas, heavy armour tends to ignore the bonus entirely. | |||
Dexterity is | Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells. | ||
== Constitution == | == Constitution == | ||
[[Constitution]] describes a character's overall health and endurance. | : Associated skills: None. | ||
[[Constitution]] describes a character's overall health and endurance. 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 | 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]]. | |||
[[Intelligence]] describes a character's reasoning and memory. | |||
Intelligence | Intelligence is the spellcasting ability of wizards, fighters and rogues. | ||
== Wisdom == | == Wisdom == | ||
: Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]]. | |||
[[Wisdom]] describes a character's common sense and understanding, and 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. | |||
== Charisma == | == Charisma == | ||
: Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]]. | |||
[[Charisma]] describes a character's eloquence or force of personality, and is the spellcasting ability for bards, sorcerers, warlocks and paladins. | |||
{{NavGameplay}} | {{NavGameplay}} |