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.
Strength Score Icon.png|Strength|link=Strength
Dexterity Score Icon.png|Dexterity|link=Dexterity
Constitution Score Icon.png|Constitution|link=Constitution
Intelligence Score Icon.png|Intelligence|link=Intelligence
Wisdom Score Icon.png|Wisdom|link=Wisdom
Charisma Score Icon.png|Charisma|link=Charisma
== Overview ==
The six abilities each represent an aspect of a creature's capabilities:
* Strength (STR), physical power and might
* Dexterity (DEX), agility, coordination and balance
* Constitution (CON), health and endurance
* Intelligence (INT), rational reasoning and memory
* Wisdom (WIS), awareness and insight
* Charisma (CHA), 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 ===
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.
==Ability checks==
== Saving throws ==
== Spellcasting ability ==
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a level in.
== Interactions with classes ==
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 ==
=== Strength ===
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 ====
; 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 ====
; 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 ====
Strength saves are rare, and primarily called for when attempting to resist being knocked prone.
=== Dexterity ===
Dexterity represents a creature's agility and reflexes.
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
==== Uses of Dexterity ====
; 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 ====
; 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 ====
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.
=== Constitution ===
Constitution represents a creature's health and endurance.
==== Uses of Constitution ====
; 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 ====
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 ====
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 ===
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 ====
; 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 ====
Intelligence saves are used against psionic spells and features, such as those used by illithids.
=== Wisdom ===
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 ====
; 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 ====
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 ===
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 ====
; 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 ====
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 ==
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.
=== Permanently ===
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.
=== Temporarily ===
Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.
==== Ability score reduction ====
Some supernatural or magical effects (like Devour Intellect) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly.
== See Also ==
* List of equipment that affects ability scores
== Footnotes ==
== References ==
Category:Statistics
Category:Gameplay mechanics