Bg3 ability modifiers reddit Therefore, to hit an AC of 17, you need to roll an 11 or better on your d20, which you will do 50% of the time. Gather your party and venture forth! This numbers were consistent across all 4 of my characters. Gather your party and venture forth! A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Using a trainer to blow through different playthroughs I have noticed that Skill Checks don't seem to be subtracting ability score modifiers from the dice DC. Jul 27, 2023 · To begin, an Ability - by itself - is one of the six main scores you'll be using to decide everything about your character's strengths and weaknesses. I found out when I got the fear ability from Berserker and the Bonespike Boots. And yes, with the Ring of Arcane synergy, when you deal the damage with the cantrip, will give you Arcane Synergy condition for 2 turns, which will add your caster ability modifier to each weapon hit. A few things, though, if what you're getting at is why are people keeping WIS low-ish (14-16) or even just full dumping: 1) Stunning Strike in BG3 can only be done on attack actions until if/when they patch it into the ask toggle system, so a lot of people are just ignoring it entirely. The modifiers are determined by adding 1 for every 2 points over 10, so 13 is a +1 modifier and 17 is a +3 modifier. Replying here because I couldn't find the answer anywhere else. The "Main-Stat" of my Fighter is STRG. The ability modifiers used for items and Illithid powers by each class are: Intelligence : Wizard, Rogue, and Fighter Wisdom : Druid, Cleric, Monk, and Ranger A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Paladins rely on STR (or DEX if you wanna use a finesse weapon, I guess) to do melee damage, while CHA is used as their spell casting ability modifier. Different starting classes let you add your proficiency bonus to different saving throws (ie Sorcerers can add their proficiency bonus to Charisma and Constitution BG3 is the third main game in the Baldur's Gate series. Scores of 12 or higher will assign a positive modifier, and scores of 9 or lower will assign a negative one. A fighting style also called two-weapon fighting, can allow you to add it to your damage as well. Barbarian uses charisma I believe. It isn't until your Dex Ability Score reaches 16 that the modifier becomes +3. You would have a DC of 11. Morningstars roll 1d8 (one 8 -sided dice) and add Strength. Balanced Hands Gloves which give an Ability modifier of (I think) +3 of JUST the offhand So these gloves would be situationally worse until I'm at Dex +18-20. Jan 4, 2024 · Ability Modifier in Baldur's Gate 3. Gather your party and venture forth! The modifier would be how these stats effect what you are doing. Gather your party and venture forth! 3) Spell with attack roll. For my Redmage Build focusing on fire spells, when it comes to fighting in range and wielding shortswords when it comes to fighting in melee range, the off-hand effect sounds quite good. I was looking at Chapter 7 of the PHB "Using Ability Scores" Dexterity Attack Rolls and Damage You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. So if you try to use say, Hold Person your save DC is: 8 + proficiency modifier + spellcasting modifier. This is where your +5 is taken into consideration. You're gonna want your main stat at 18 at least eventually. At the moment, 24 seems to be the highest you can get a single ability. What your referring to is your spell casting modifier. our Strength modifier is included in the Athletics number shown. To hit an AC of 17, you need to roll a 12 or better, which you will do 45% of the time. Again, this is the same of the Staff of Crones. Here it's 3 + 4 = 7. Gather your party and venture forth! If a spell requires a target to make a saving throw instead, then they roll 1d20 and add their relevant ability modifier as defined by the spell (i. Tavern Brawler adds your Strength modifier to unarmed attacks and damage, even if you're already adding a modifier to them. Gather your party and venture forth! Prerequisite: The ability to cast at least one damaging spell. I wonder would the ability modifier stack with that sword and the GLOVES OF BALANCED HANDS. Up to 20 from regular ASIs, +2 from the Everlasting Vigour (strength only, from Act 2), and +2 from the Mirror of Loss. In BG3 they add your strength modifier TIMES TWO to your unarmed and improvised hit chance and damage. Rogues appear to use INT for their spellcasting modifier in BG3. So 14 would be a +2 modifier, 20 would be +5, etc. Very satisfying gishy play on a good face character with excellent control ability and damage. In general yes, but not all spells actually use the spellcasting modifier for anything. So a Wizard with 9 Strength can jump 2 feet high and struggles to clear a 10 foot gap but a 20 strength Barbarian can leap 8 feet into the air and jump 20 foot “The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Gather your party and venture forth! Hell, you could even tie in rage so that you get, I dunno, fury points as you take hits and your fury points are expended to use your abilities with Con as the modifier used. These always roll against AC using the characters spell casting ability correct? For instance a Wood Woad has 18 AC. If I use Fire Bolt from a character with 10 int, therefore no modifier, I should have a 15% chance to land it no? When you use your bonus action to attack with the second weapon, your modifier is added to your attack roll only. Gather your party and venture forth! it reads "Pact weapons use the wielder's Primary Spellcasting Ability Modifier instead of Strength or Dexterity. Consequently, a 15 in Dex Ability Score makes for the same +2 to their Dex Modifier. In the screenshot below, Shadowheart receives a +3 modifier on her perception ability check. Gather your party and venture forth! There are other skills for different ability score, Perception is tied to your Wisdom, and Persuasion is tied to your Charisma. Jan 4, 2024 · Ability Modifier is a mechanic in Baldur's Gate 3. Hope that helps! Not sure if BG3 has changed anything, but most spells will not add your spellcasting modifier to damage. See edit below. Some are dex saves, con saves, wis saves etc. 10 is the standard. Tl;DR: Magic items which grant spells to use take your intelligence into account instead of whatever is your casting modifier, like Charisma for Warlocks. As in, with a Str modifier of +45, all Strength Checks are giving me a DC of 1. 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. the UI definitely needs to show some more info, and the character creator could show some resulting changes a bit better (i. Anything less than this will give you a negative modifier. Alternatively Since stats boost your Spell DC (it's 8+ proficiency bonus + relevant ability modifier), a more spell-focused Paladin and Ranger will want more of the secondary stat, but you can build a character in either class without using spells that need the stat, like buffs or spells that modify attacks (smites don't use the paladin's CHA, for example A community all about Baldur's Gate III, the role-playing video game by Larian Studios. ). Makes no sense, but makes my sorcerer pretty underwhelming in combat Skill DC and enemy AC are capped at 30, proficiency bonus caps off at +6, and with 20 in an ability score your highest bonus from that ability can be +5, giving you a maximum value of +11 to a skill or to hit (without extra modifiers like Expertise, magical weapons, etc. But it starts to get confusing if you multiclass in classes that have different spellcasting modifiers. Instead of using the highest of the two modifiers or even your first (and most likely main) class modifier, they use the modifier of the last class you put 1 level into. I would argue for an eldritch knight unless you're pursuing more levels in some other pure caster (which would completely change the build), it wouldn't be worth it to take the 1 level dip into Wiz, since you won't be getting high level spell slots (or a lot of low level ones either) and thus the benefit of the scribing is lower, AND you're missing out on the max level ASI/Feat. So what you are seeing is a -1 modifier for 8 points in an ability and +2 for proficiency bonus for skills that class is proficient in. I respec'd a companion into Rogue, took Thief at level 3, and did a little messing around to get 18 in Str, Dex, Int, and Wis. ”. " Plus, a "+1 to Spell Save DC. Your ability modifiers are based on your ability scores. Proficiency only matters for the attack roll, not damage. This only applies to items where the modifier is not stated; for those that do, they use the stated modifier. So six points is more than enough to hit 18 or even 20 with one ability. Telling them that they could already do that with racial ability modifiers in place and being 5% less effective than the other PCs is not going to make the game literally unplayable falls on deaf ears. If you are dumping one stat from one class, that means any spells learned via that classes learning methods will behave poorly due to your dumped stat - attacks are more likely to miss due to lower Attack Roll , and enemies are more likely to succeed any saving From what I understand, you shouldn't be able to dual wield hand crossbows without the crossbow expert feat and then, the offhand attack would add the ability modifier to the damage since it's not using the two-weapon fighting rule since that rule only applies to melee and thrown weapon. To determine an Ability Modifier, subtract 10 to the Ability So with Baldurs Gate 3, some of the feats work notably different, specifically tavern brawler here. The summoned weapon states that "It uses the wielder's Spellcasting Ability Modifier, and its damage is magical. CON 11 gives you a modifier of +0. Well, I stand corrected. 10 in an ability is +0 modifier, every 2 levels above or below 10 adds/subtracts 1. BG3 is the third main game in the Baldur's Gate series. With the ASI, the modifiers on your attack roll total to 4 + 2 = 6. A score of 10-11 will be average and consign a modifier of 0 to any check, save, or attack that uses that attribute. So if you multiclass and take spells from a secondary class whose spellcasting ability score you suck at, you can just try to select spells that won't be affected by the modifier. To determine an Ability Modifier, subtract 10 to the Ability Score, then divide the result by two rounded down. i. pickpocketing is an Ability check. Which is a very strong buff. ” “When attacking with a weapon, you add your ability modifier--the same modifier used for the attack roll--to the damage. The tool tips are a little ambiguous. Gather your party and venture forth! I've found the calculation online on previous posts, but I can't find clarification on a couple of things. Infernal Rapier adds "The affected entity adds it's Spellcasting Ability Modifier to its attack rolls. Arcane Synergy adds your character's casting stat (Spellcasting Ability Modifier) to damage. Note: this assumes that there are no other modifiers (you can subtract any constant modifiers from the DC), and that there is no critical failure on ability checks (although there seems to be some room for interpretation on this, I'll redo the math if someone tells me that Larian did implement critical failures for ability checks). Strength 8 - goes up to 27 with Elixir of Cloud Giant Strength Dexterity 8 - goes up to 18 with the gloves of dexterity Constitution 8 - goes up to 23 with Amulet of Greater Health Intelligence 15 - goes up to 18 with 1,5 Ability Improvement Feats Wisdom 15 - goes up to 18 with 1,5 Ability Improvement Feats Charisma 15 - goes up to 20 with Probably a dumb question, but where do I find the actual value for my spellcasting ability modifier? I'm on console, for starters. Both used Charisma as the spellcasting stat. e Ability Modifiers. Every spell casting class has an ability score that your character uses to fuel their spells, making them easier to land. For every character, one of the modifiers added to the d20 roll is based off of their relevant ability score (ie if they have 16 dexterity, they add 3 to dexterity-based rolls). If so, any fun ideas for which class to use it with ? 10 in an ability is +0 modifier, every 2 levels above or below 10 adds/subtracts 1. Our Athletics skill number we see on our Skill sheet is the sum of our Strength modifier and our Athletics proficiency. Why does the calculation shows "15 -3 +3 +3 = 18", instead of "15 + 3 = 18"? BG3 is the third main game in the Baldur's Gate series. Gain the following benefits: You can add your Spellcasting ability modifier to the damage roll of any targeted spell you cast, and half of your Spellcasting ability modifier (rounded up) to the damage roll of any area spell you cast. Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG The same is true for spellcasting ability modifiers. My favorite build for that is a light cleric 6 div wizard 6. But this can be verified in Combat Log. Gather your party and venture forth! Even around the 3e time frame some d20 based systems (d20 was the genericized 3e ruleset) got rid of the odd scores (or more accurately only had the ability score modifiers, which are (x-10)/2 where x is the ability score). e. When you do rolled ability scores, you are likely to get a few odd ones which you can then make even later on. Read on to learn more about ability scores including what they are and how to increase them. Items that set ability score to certain value: Club of Hill Giant Strength - Club - Set STR to 19 Gauntlets of Hill Giant Strength - Gloves - Set STR to 23 Amulet of Greater Health - Amulet - Set CON to 23 Items that increase ability score: The Graceful Cloth - Clothing - +2 DEX (20 max) The Mighty Cloth - Clothing - +2 STR (20 max) A community all about Baldur's Gate III, the role-playing video game by Larian Studios. It is probably a simple question but I can't find an answer by searching. Dex Modifier impacts things like AC, Attack Rolls for Ranged and Finesse Weapons, and your Initiative Roll. The formula in the item description does update appropriately (going from 1d6+2 to 1d6+6). With the exception of if I need to make a melee attack. So a sorc/cleric/wiz will use intelligence. Coating a weapon with Drow Poison, which uses the spellcaster's DC and hovering over the chat, it showed INT as the spellcasting ability As you well know, depending on your class, your spellcasting modifier will be affected by one stat or another. I assume other martial classes also have different ability modifiers too. Vicious Mockery will always be keyed off CHA since it's a Bard cantrip. " I'm not entirely sure when a cantrip is also lumped in with a spell. The main point of odd scores is because 5E uses rolled ability scores, Point Buy (current system in BG3) and Standard Array are both optional variant rules. If you try to use an item that gives a spell or ability, it uses Charisma as your spellcasting stat for Barbarians. Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG ruleset. So the pact of the Blade is worded as such: "Pact weapons use the wielder's Spellcasting Ability Modifier instead of Strength or Dexterity". For example, the Potent Robes say cha modifier, so it always uses cha. Also another side note to anyone it concerns. But you will either roll to attack using what is called a spell attack (this works like a normal weapon attack, but with your spellcasting stat) to see if the spell hits or your foe will roll a saving throw. Does this imply multiclassing into warlock as another caster class would have you use that classes modifier stat instead of charisma. "Athletics skill" is based on Strength. That means it is a +0 to whatever you are doing. In regular 5th Edition, they give a grapple damage bonus and proficiency with improvised weapons. Multiclassing between classes that use different stats for their Spellcasting ability and proficiency can get a little bit confusing. Your spells always seem to pack some extra punch. Just like an attack, you make a roll on a D20 dice + Ability Modifier + Proficiency and that number is compared to the AC of the enemy. If you do cleric/wiz/sorc, it uses charisma. e some spells require a Dexterity Saving throw or a Constitution Saving throw) - if their roll on the D20 plus their ability modifier equals or exceeds your Spell Save DC (difficulty class) then the A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Gather your party and venture forth! Those 3 alone drop my crit requirement down to 17 but i also have the DARK JUSTICIAR helmet on and the SHADE-SLAYER CLOAK dropping that number down to 15. Your spellcasting class with the highest level, if tied your highest spellcasting attribute decides. Gather your party and venture forth! If that's the case (Ability Modifiers don't get applied to non-Proficient skills) then the Skill sheet is quite confusing and I don't understand why Proficiency suddenly gives +2 when everything is essentially +0 regardless of character's natural abilities i. I'm interested in either using or writing a mod to do so, but I'm unsure where to start and wanted to ask the community about this first. Ability modifier influence Spell DC and Spell attack Spell attack is exactly like your fighter: you throw a d20, add proficiency bonus and your ability modifier to determine if it hits the target Spell DC (saving throw) formula is 8 + proficiency bonus + ability modifier That's the number your enemy has to get to resist your spells A community all about Baldur's Gate III, the role-playing video game by Larian Studios. CON 14 gives you a modifier of +2, on and on. Abilities that come from a class use the ability modifier for that class. Your spell DC is influenced by your spell casting modifier in the same way your attack rolls are, aka the thing that's rolled against whenever someone makes a saving throw against your spells. Prior to patch 6, BG3 would add your modifier to the damage of your of your bonus attack while not adding it to your attack roll. CON 12 gives you a modifier of +1. Ability Modifier is the bonus or penalty you gain from your Ability Score of each Ability. With Savage attacker, the modifiers on your attack roll total to 3 + 2 = 5. Unfortunately neither have been added into BG3 yet, but here's some info on them anyway in case they add them at some point: Firstly, there is a feat called Resilient(x) where x is one of the ability scores of your choice. For healing spells, the ability modifier increases the heal, but the specific ability (INT, WIS or CHA) depends on which class you got the spell (this same rule applies on determining which ability affects the spell attack roll and save DC). Since Flame Blade conjures an item that uses your ability modifer, it works off these rules regardless of which class you get the spell from. In addition to this, it makes your CC spells harder to resist as well. Shillelagh works similarly. Then take Wizard then Cleric that way any spells gained through items use your wisdom. So it appears that Throwing normally adds no ability modifier (it should add Dex) to damage rolls, but if an item is 'suitable' for throwing, or heavy enough, it gets a +1 damage roll bonus. " Your character wearing the item gains "Arcane Synergy" when it's trigger occurs, and thus your character is the "affected entity". A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Gather your party and venture forth! As for ASIs, boosting Cha is at least a safe bet. That last one notes that it won't provide any benefits beyond 24 so if you used Auntie Ethel's boon, you'd only get a +1 from the Mirror of Loss. " The Bind Pact Weapon action does not say anything about using the wielder's Spellcasting Ability Modifier in its description. Despite the wonky interface specific to the process, it could behave the same way as the other skill checks. Gather your party and venture forth! The Pact of the Blade's Pact Weapon descriptions are unclear. Gather your party and venture forth! Ability modifier can only increase spell damage if an effect allows it to. Then there are Attack Roll spells, for example Fire Bolt. For example, say you are a Charisma class but you took a level in Cleric. Each "skill" is based on one of our Ability stats: Strength, Dex, Int, Wis, Char. May 15, 2025 · Ability Modifiers in Baldur’s Gate 3 are the bonuses or penalties derived from your character’s Ability Scores. Skills scale with certain attributes such as Strength or in this case with Sleight of Hand. CON 10 gives you a modifier of +0. Off-hand attacks do not add ability modifiers to attack rolls still I was really hoping this minor bug got squashed in Patch 3 but alas dual-wielders are still bugged. great, thanks for the answers, that already helps a lot. Ability Checks, Attack Rolls and Saving Throws use the Ability modifier to determine the outcome of the bonus or penalty. Gather your party and venture forth! There are modifiers with Order of Fist which give d4 bonuses, allowing swapping between 3 different types, Radiant, Necrotic and psychic. You don't get the +4 until you move up to the next even number, 18. These Abilties are: On Day One and in the Character Creation, you'll be investing into each of these Abilities with the Point Buy system. Gather your party and venture forth! Does anyone know of a way in BG3 to edit racial stat bonuses? This is something that's possible as of Tasha's in D&D 5e. (For Rogues and Fighters, that is INT, because they each have spellcaster-hybrid subclasses that use INT. Now here comes your spell casting ability in play: if the target rolls (d20 + ability modifier + proficiency) equal or higher than your DC (difficulty class), he succeeded. Eldritch Blast does 1d10 + CHA modifier per blast, so at 20 CHA each blast does 1-10+5. Every 2 ability score increases increases the modifier by 1. Both Ability Score and Ability Modifiers determines how successful your character is at various things throughout the game. Any ability/spell gain by any class will use that class’s ability score modifier. Gather your party and venture forth! -When preforming a high jump a creature can jump a number of feet vertically equal to 3 + their Strength Modifier if they have a 10 foot run up, or half as much from a standing start. Gather your party and venture forth! All his other spells who also use intelligence as his hitchance modifier, also have a hitchance of 94%. The Save DC for EK is (in dnd 5e, which should be the same as BG3): 8 + proficiency modifier (so 2 at level 3) + Intelligence modifier (so 2 if you have 14 Int, 1 at 12, 0 at 10, -1 at 8, and etc) So with a level 3 EK with say 12 Intelligence. " I'm still new to BG3, but wouldn't these two make for an insane boost to Wyll's Eldritch Blast? Or am I conflating "Spellcasting" with "Cantrips. CON 13 gives you a modifier of +1. Does it mean, that if i use "Menacing-Attack" (which has WIS saving-throw) i use STRG-modifier and enemy uses WIS saving throw? BG3 is the third main game in the Baldur's Gate series. roll 20 = win no matter what else. Your most recent Multiclass determines what ability-score modifier Items will use. Also Fighters and Rogues use Intelligence, even if you aren't an Eldritch Knight or Arcane Trickster. so if you have 16 INT as a wizard at lv 4, your spell casting DC is 8 + 2 + 3 = 13. Both of these stats are at a -1 ability modifier, where for the same points you could have one of them at a 10 (0 ability modifier) and the other at the same -1. If you reverse this, start cleric first, then take wizard next your generic spell casting modifier will be intelligence. ) A Sorcerer who casts Guiding Bolt (a Cleric spell) from a scroll uses their CHA modifier for the attack roll. "Arcane Synergy: Weapon Attacks deal additional damage equal to affected entity's Spellcasting Ability Modifier. Skill Proficiency is an additional modifier to our final result just like our modifier bonuses for where we placed our ability points, once again boosting or reducing the final result. However, in most cases the score itself doesn't do anything mathematically -- rather, what matters is an ability modifier based on the score. The feat increases the chosen ability score by 1 and gives you proficiency in saving throws for that ability score. But Athletics Checks are still giving DCs in the 8-17 range. Gather your party and venture forth! Scroll and Equipment spells always use the modifier of the current class, even for non-spellcasters: Fighter and Rogue use Intelligence, Monk uses Wisdom, and Barbarian uses Charisma. This isn't even touching on the decision for 15 DEX and 17 in CHA. What this would mean for your build is you should start Sorc to gain Con save proficiency. when using a half-elf, you get 2 ability points but won't see if it has an From what I've read, it uses the modifier from the last new class you added. If you start from casting, you're talking about Arcane synergy. In my opinion, paladins don't need a super high CHA score since you don't really do spell attacks, but it will make it harder for creatures to save against certain spells you get, like some smites. Spellcasting ability modifier and spell save DC for thieves 5th Edition Rogues with the thief subclass gain the Use Magic Device feature at 13th level, which, as the name suggests, lets them use magic devices even if there are restrictions in place. Actually, in BG3, when you use a scroll, it uses the spellcasting ability for your class. Gather your party and venture forth! But for example if you tried going sorc, wiz, warlock that would use your cha modifier as warlock is the newest class you haven't taken yet. The dice rolled is determined by the weapon. For example, a score of 15 and 14 both have a modifier of 2, but since the score of 15 is wasting a point, you want to go with 14. Gather your party and venture forth! We would like to show you a description here but the site won’t allow us. So starting from the bottom 8 is a -1 modifier 10 is +0 and 12 is +1. That said the lure of the CRIMSON MISCHIEF is hard to pass up. It's true, Strength Monk will have lower Dex and therefore worse AC, unless you get armor proficiency from somewhere. Wizard is just better in tabletop 5e vs Bg3 due to spell selection and implementation. The difference compared to a weapon attack is that you use your spellcasting ability instead of your DEX or STR. Hey guys, so I obtained the Crimson Mischief and it has 2 effects depending on which hand I wield the weapon. One caveat: your offhand attack does not benefit from increased damage from an ability modifier (STR for most, STR or DEX for weapons with the Finesse property, whichever is higher). Scribed scrolls by using at least 1 level in Wizard will always be using Intelligence. You can test this fairly easily by giving a character advantage via items or enhance ability spell (for faster testing) and save scum stealing high DC item Happening with my sorcerer build. (-1) + (+2) = +1 Huh. So while you still get the benefit of the proficiency bonus in the attack roll, the damage roll is just the weapon damage. It is better in BG3 as the increase in carry capacity and bonus actions shoves make it more valuable but it still doesn't compete with other ability scores as they are used to scale several skills (unlike STR which only scales athletics). Just super solid chassis, and short refresh portents is kinda busted. Nov 7, 2024 · In Baldur's Gate 3 (BG3), Ability Scores are the general attributes of a character and can give bonuses to their rolls. We would like to show you a description here but the site won’t allow us. For example, Sorcerers spellcasting modifier is Charisma, Clerics is Wisdom and Wizards is intelligence. Because of this, a 16 or 17 will both give you a modifier of +3. I have seen some confusion with this is the past. Not every build needs to maximize the spell modifier, and can stick with 18 or even 16 Cha. If you are proficient in a skill through your class you add you proficiency bonus(+2 at level 1) to that skill right from the start. It looks like this: Score 8-9: -1 modifier Score 10-11: +0 modifier Score 12-13: +1 modifier Score 14-15: +2 modifier Score 16-17: +3 modifier Score 18-19: +4 modifier Score 20: +5 modifier Example: 14 in Dex Ability Score makes for a +2 to their Dex Modifier. Weapons that have the finesse or thrown property break this rule. Losing +3 or 4 on attack rolls makes it much less likely to hit with your off-hand weapon and I'm assuming the +AC from the dual wielder feat is also still bugged. I've seen that "as a spellcaster, your spell save DC = 8 + your proficiency bonus (as I understand this adds a bonus every 4 levels) + your Ability Modifier*. Google says: The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. This can be Charisma, Intelligence or Wisdom. 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. But remember, you can always respec. The other weird thing is, if I put on the Gloves of the Balanced Hands, whichu specifically says to add your ability modifier to damage from attacks of off-hand weapons, those two number ranges (3-8 and 7-12) reverse (third image). It partly depends on what sort of build you are going, as sorcerers don't have any secondary features that scale off of Cha - just their spell modifier. For those thinking about tavern brawler, it adds Strength and Dex modifiers to both attack and damage rolls for unarmed strikes. So you should have an automatic fail roll of 1 about 5% of the time (assuming no advantage or disadvantage). Wiki about scrolls says: The Attack roll and the Difficulty Class of the Saving throw from scrolls always benefit from your current Proficiency Bonus and your class's Spellcasting Ability Modifier, even if your class cannot normally cast spells. Make it so all points are removed when rage ends and you've got a self-limiting quasi-casting system as you already have limited Rages based around a long rest. Gather your party and venture forth! BG3 is the third main game in the Baldur's Gate series. I guess I had mostly the right idea, but the game is currently not that verbose and some stuff needs outside knowledge (DND rules). whats your DC? Thats 8 + proficiency + spell casting ability modifier. Most racial abilities have a set ability modifier as well—High Elf cantrips are explicitly Wizard cantrips, so they always key off of INT. I agree div wizard is amazing though. Going from 17 into to 18 int makes your spellcasting modifier go from +3 to +4, which increases the chance that your firebolt will hit by 5%. Guides say there's a star in the character screen above the character's class specific ability that is tied to their spellcasting, but I'm not seeing it. Am I understanding all this correctly? I tried googling my direct question and found this site, which explains ability modifiers Even numbers are better because every even number adds a +1 to modifiers that govern how successful your actions tied that ability are. A few things: You want your ability scores to be even, because ability modifiers are calculated through (score - 10)/2 rounded down. These modifiers play a key role in determining your success in various aspects of the game, such as Ability Checks, Attack Rolls, Saving Throws, and more. The only one that surprises me is that short-swords are not given the 'thrown' bonus. Charisma should be the sorcerer's spellcasting ability check/modifier -- my sorcerer has 19 charisma and a spellcasting ability of none, with a -1 for spell save dc and spell attack. Gather your party and venture forth! And BG3 treats all rolled 1s as critical failures, so you won't see any modifiers added, it's just treated as a fail no matter what. I missed the specific of thrown weapon, which is repeated in Chapter 9 "Combat". All cleric spells will still go off wisdom, this only matters for items that grant you spells, or items that specifically mention your spell casting modifier like with arcane synergy. zvmcswjsdxuuqyvanjflndporxlvbsujvkawizgfofjanpytnz