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ABILITY SCORES
Neverwinter

ABILITY SCORES

Understand Neverwinter's six core ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Learn how they impact your character's skills, combat, and spellcasting.

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Understand Neverwinter's six core ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Learn how they impact your character's skills, combat, and spellcasting.

The basic characteristics that define your character in Neverwinter are divided among six ability scores. Each score represents a particular aspect of your character, and skills that draw from these traits are modified depending on your score in them. Certain classes also favor certain abilities over others and derive much of their effectiveness from a high score in these areas.

STRENGTH
Measures muscle and physical power. Especially important for Fighters, Barbarians, Paladins, Rangers, and Monks for combat effectiveness.
DEXTERITY
Measures agility, reflexes, and balance. Most important for Rogues, and for characters using light/medium armor (Barbarians, Rangers) or no armor (Monks, Wizards, Sorcerers), or for archers.
CONSTITUTION
Represents health and stamina. High Constitution increases HP (damage resistance) and is important for all classes, especially Fighters. It also helps spellcasters maintain concentration during combat. HP increases are retroactive if Constitution increases.
INTELLIGENCE
Determines how well your character learns and reasons. Crucial for Wizards, affecting spell count, resistance, and power. Also important for characters wanting a strong skill set. Note: Sorcerers use Charisma, not Intelligence, for spells. A score below 9 impairs speech.
WISDOM
Describes willpower, common sense, perception, and intuition, distinct from Intelligence's analytical ability. Important for Clerics and Druids, affecting spell strength and number. Also significant for Paladins and Rangers.
CHARISMA
Measures force of personality, persuasiveness, leadership, and attractiveness. Most important for Paladins, Sorcerers, and Bards. Also affects Clerics' ability to Turn Undead.

Recommended Statistics

Generally, aim for at least ten points in any given statistic to avoid penalties. However, characters can be more interesting with flaws. Every character should have a high score in at least one core class ability (e.g., Paladin's Charisma 12+, Wizard's Intelligence). Some classes, like Bards, have multiple core abilities, requiring a player to decide on focus.

Ability Scores have modifiers ranging from -5 to +15 or higher. Most Player Characters have modifiers between -1 and +4, with extraordinary characters starting between -2 and +5.

Ability Scores Spell Chart

This chart shows bonus spells granted by Ability Scores for spellcasting classes. Scores below 10 provide no bonus spells and may prevent casting entirely for spells tied to that ability.

SCOREMODIFIERBONUS SPELLS (by Spell Level)
0 1 2 3 4 5 6 7 8 9
1-5Can't cast spells tied to this ability
2-3-4Can't cast spells tied to this ability
4-5-3Can't cast spells tied to this ability
6-7-2Can't cast spells tied to this ability
8-9-1Can't cast spells tied to this ability
10-110- - - - - - - - - -
12-13+1- 1 - - - - - - - -
14-15+2- 1 1 - - - - - - -
16-17+3- 1 1 1 - - - - - -
18-19+4- 1 1 1 1 - - - - -
20-21+5- 2 1 1 1 1 - - - -
22-23+6- 2 2 1 1 1 1 - - -
24-25+7- 2 2 2 1 1 1 1 - -
26-27+8- 2 2 2 2 1 1 1 1 -
28-29+9- 3 2 2 2 2 1 1 1 1

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