Key takeaways
- Dumping Wisdom is riskier than it looks. It is not just Perception checks — it is your save against a long list of control effects. An 8 Wisdom character will spend fights charmed, feared or paralysed.
- Constitution is a caster stat. Its modifier is added to every concentration save, so dropping from 16 to 12 makes you roughly 10 percentage points more likely to lose a buff on any given hit.
- Dumping Strength is usually free. A caster at STR 8 loses carry weight, shove distance and jump distance, and little else — Athletics checks are rarely critical.
- Dumping Charisma costs options, not power. You will fail dialogue checks and pay more at vendors, but no combat roll depends on it unless it is your casting stat.
- Dexterity punches above its weight in BG3. Because initiative is d4 + DEX modifier, the gap between DEX 8 (−1) and DEX 14 (+2) is a 3-point swing on a 4-sided die. Going first often decides whether the fight is winnable.
In Baldur’s Gate 3, your six ability scores — Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma — set the modifiers behind nearly every roll you make, and the reliable default is 16–17 in your class’s primary score, 14–16 in Constitution or Dexterity, and 8–10 in whatever you can safely ignore. Every score converts to a modifier by a fixed formula, which is why even numbers are usually better value than odd ones unless you have a specific plan for the extra point. What follows is the practical version of a BG3 ability score guide: the exact numbers, ready-made 27-point spreads for every class, the trade-offs that actually bite in play, and how respeccing works.
What Each Ability Score Actually Controls
The conversion is modifier = (score − 10) ÷ 2, rounded down. That single formula produces the whole ladder:
| Score | Modifier | What it means in practice |
|---|---|---|
| 8–9 | −1 | A true dump stat; you will fail related checks often |
| 10–11 | +0 | Neutral; fine for a stat you never roll |
| 12–13 | +1 | Cheap filler for a secondary stat |
| 14–15 | +2 | Standard secondary score (Constitution, Dexterity) |
| 16–17 | +3 | Standard primary score at level 1 |
| 18–19 | +4 | Usually requires a feat, item, or permanent bonus |
| 20 | +5 | Soft cap for normal character building |
Note that 16 and 17 give the same +3. That is the single most important fact in character building, and it is why spending 9 point-buy points on a 15 (which becomes 17 after a +2 racial bonus) is often worse value than spending 7 on a 14 (which becomes 16) and putting the 2 saved points somewhere useful.
Ability-by-ability breakdown
| Ability | Rolls it powers | BG3-specific notes |
|---|---|---|
| Strength | Athletics; melee, unarmed and thrown-weapon attack and damage | Also drives carry weight, shove distance and jump distance |
| Dexterity | Stealth, Sleight of Hand, Acrobatics; finesse and ranged attacks; AC in light or no armour | BG3 rolls initiative as a d4 + Dexterity modifier, not a d20, so each point is far more swingy than in tabletop |
| Constitution | Hit points per level; Constitution saving throws | Concentration is a Constitution save, so this protects every buff and control spell you cast |
| Intelligence | Arcana, History, Investigation, Nature, Religion | Determines Wizard casting; does almost nothing else for non-Wizards |
| Wisdom | Perception, Insight, Survival, Medicine, Animal Handling | Governs saves against charm, fear and hold effects, and Perception is the most frequently rolled check in the game |
| Charisma | Persuasion, Deception, Intimidation, Performance | Shapes dialogue outcomes and vendor prices; casting stat for Bard, Paladin, Sorcerer and Warlock |
How the 27-Point Budget Works
BG3 defaults to point buy: 27 points, scores from 8 to 15 before racial bonuses, with rising costs. A standard array (15, 14, 13, 12, 10, 8) is also offered if you would rather not tinker.
| Score | Point cost | Running total |
|---|---|---|
| 8 | 0 | 0 |
| 9 | 1 | 1 |
| 10 | 2 | 2 |
| 11 | 3 | 3 |
| 12 | 4 | 4 |
| 13 | 5 | 5 |
| 14 | 7 | 7 |
| 15 | 9 | 9 |
The cost curve is the whole game. Two 15s cost 18 points, a 14 costs 7 more, and that leaves 2 points — enough for a 10 in a dump stat. That is the shape of nearly every optimised spread: two high scores, one moderate score, three low ones. Scores of 16 and 17 cannot be bought directly; they only appear after racial bonuses are applied.
Recommended Starting Spreads by Class
Point buy is listed in the order STR / DEX / CON / INT / WIS / CHA, followed by the final scores after a typical +2 / +1 racial bonus. Swap the primary down to 14 if you do not plan to add +1 to it later, and spend the freed points on Constitution.
| Class | Priority | Point buy | After racial bonuses | Usual dump |
|---|---|---|---|---|
| Barbarian | STR > CON > DEX | 15/14/15/8/10/8 | STR 17, DEX 14, CON 16, WIS 10 | INT, CHA |
| Fighter (melee) | STR > CON > DEX | 15/14/15/8/10/8 | STR 17, DEX 14, CON 16, WIS 10 | INT, CHA |
| Paladin | STR > CHA > CON | 14/10/14/8/10/15 | STR 16, CHA 16, CON 14, DEX 10 | INT, WIS |
| Ranger / Rogue | DEX > CON > WIS | 8/15/15/8/14/10 | DEX 17, CON 16, WIS 14, CHA 10 | STR, INT |
| Monk | DEX > WIS > CON | 8/15/14/8/15/10 | DEX 17, WIS 16, CON 14, CHA 10 | STR, INT |
| Wizard | INT > CON > DEX | 8/14/15/15/10/8 | INT 17, DEX 14, CON 16, WIS 10 | STR, CHA |
| Bard / Sorcerer / Warlock | CHA > CON > DEX | 8/14/15/8/10/15 | CHA 17, DEX 14, CON 16, WIS 10 | STR, INT |
| Cleric / Druid | WIS > CON > DEX | 8/14/15/8/15/10 | WIS 17, CON 16, DEX 14, CHA 10 | STR, INT |
Quick decision matrix
| Your situation | Do this | Why |
|---|---|---|
| First playthrough, any class | 16 primary, 16 CON, 14 DEX | Even scores, no wasted points, forgiving of mistakes |
| Planning a half-feat later | 17 primary | The +1 from a feat such as Actor or Resilient lands you on 18 for a +4 |
| Planning to wear a stat-setting item | Dump that stat to 8 | The item overwrites the score entirely |
| Playing a concentration-heavy caster | Never below 14 CON | Every lost concentration save can cost an entire encounter |
| Playing on Honour mode | 14 WIS minimum | Charm, fear and hold effects are common and often fatal |
Where the Trade-offs Actually Bite
- Dumping Wisdom is riskier than it looks. It is not just Perception checks — it is your save against a long list of control effects. An 8 Wisdom character will spend fights charmed, feared or paralysed.
- Constitution is a caster stat. Its modifier is added to every concentration save, so dropping from 16 to 12 makes you roughly 10 percentage points more likely to lose a buff on any given hit.
- Dumping Strength is usually free. A caster at STR 8 loses carry weight, shove distance and jump distance, and little else — Athletics checks are rarely critical.
- Dumping Charisma costs options, not power. You will fail dialogue checks and pay more at vendors, but no combat roll depends on it unless it is your casting stat.
- Dexterity punches above its weight in BG3. Because initiative is d4 + DEX modifier, the gap between DEX 8 (−1) and DEX 14 (+2) is a 3-point swing on a 4-sided die. Going first often decides whether the fight is winnable.
A Worked Example: Level 5 Numbers
An attack roll is d20 + ability modifier + proficiency bonus. Proficiency is +2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16 and +6 at 17–20, per the game’s rules. At level 5, a Fighter with 16 Strength attacks at d20 + 6; with 18 Strength it is d20 + 7. Against an enemy with AC 15, that is a hit on a roll of 9 or better (60%) versus 8 or better (65%) — one point of modifier is worth 5 percentage points of accuracy.
Spell save DC is 8 + proficiency bonus + casting modifier. A level 5 Wizard with 18 Intelligence sets a DC of 15 (8 + 3 + 4). At level 9 with 20 Intelligence it becomes 17 (8 + 4 + 5). Since enemies save on a d20, each +1 to your casting stat is another 5% of the time that your Hold Person, Command or Tasha’s Hideous Laughter lands.
Hit points scale the same way. A Constitution modifier is added to every level, so +2 CON over a 12-level run is roughly 24 extra hit points — more than an entire extra hit die for most classes.
Bonuses, Items and Respecs
Feats arrive at levels 4, 8 and 12 for most classes, with Fighters gaining an extra one at level 6 and Rogues at
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