Note that beyond the benefits listed below, each ability is also used for saving throws (e.g. If you're wondering what you get out of each ability, let me break it down. ![]() It's not always easy to get your attribute spread exactly right-if, after a level up, you realise you've gotten the numbers wrong and you have wasted points, you can always go to Withers in your camp to respec your character and shuffle things around. If you ever find yourself only needing one more ability point, keep in mind that there are some feats that provide one point alongside some other bonus-such as Weapon Master, which grants proficiency in four weapons in addition to adding one to Strength or Dexterity. Usually, simply having higher bonuses to your attacks and/or spellcasting will be the better choice, but if you're going for a specific style of play that you think a feat is vital to, you'll need to weigh up that choice. It is a trade-off, however-instead of taking an ability improvement, you can take a feat, which grants a powerful new bonus to your character. You'll usually want to spend the first two ability improvements you get on getting your primary ability to 20 (the maximum an adventurer can have) and potentially evening out one of your odd-numbered scores. This isn't subject to the rising cost of improving abilities that you have during character creation. The first is at level 4, and for most classes again at every 4 levels beyond that (though some, such as Rogues, get them more often).Īn ability score improvement lets you increase two abilities by one each, or one ability by two. (Image credit: Larian Studios) Improving abilities after character creationĪt certain level ups, you'll gain the option to improve your abilities. ![]() But it's always worth keeping in mind what the main ability you'll be rolling with in combat will be. This isn't a hard and fast rule-you can play a Dexterity-based fighter, for example, and the hybrid classes like Ranger or Paladin can be better off having a more even spread of points. That's the maximum you can reach in character creation, and you'll be able to tick it up to 18 when you get your first ability score improvement at level 4.įor example, a sorcerer uses Charisma to cast spells, so they'll want Charisma at 17 a fighter uses Strength to make attacks, so they'll want Strength at 17 and a rogue uses Dexterity to make ranged attacks and use finesse weapons, so they'll want Dexterity at 17. The key thing to keep in mind is that for most classes, you'll want your class's primary ability to be at 17 if possible. These bonuses apply after everything else-meaning they can take an ability past the normal maximum of 15, and they ignore the increase in cost of ability points past 13. This comes from your race-traditionally in D&D, each race used to have fixed bonuses to certain abilities, but in the current 5e rules and in Baldur's Gate 3, you're free to assign these to whichever abilities you wish. ![]() You also have a +2 and a +1 to assign to your ability scores. At this stage, 15 is the maximum you can have. It takes one point per point up to a score of 13, and two points per point beyond that. The way it works is, each of the six abilities starts at 8, and you have 27 points to bump them up with.
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