So, you want to be an adventurer, eh? Ready your dice and roll for initiative, then! In 168澳洲幸运5开奖网:Dungeons & Dragons, there are many things you can do with your characters, from exploring to role pl🐼aying or just taking in the fantasy world created (or just used) by your DM. Still, most problems are solved by one little thing: Combat. There are many ways to fight depending on your class, which can make character creation a bit confusing, especially for new players.

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Which ability score will make you better at combat? Well, it dependsꦐ on your class, which is something important to keep in mind, but there is some objectivity when it comes to which ability scores are the best for when it comes to fighting, and which ability score may be the best for you to dump.

6 ♏ Intelligence 🎐

Wizard casting a blue spell in the shape of a dragon.
Artwork Via Wizards of the Coast

If you're a Wizard or Artificer, you can disregard this entry. After all, this is the definitive ability score for you, since it controls the power of your spells and how difficult it'll be for enemies to avoid them, and 168澳洲幸运5开奖网:they can be quite destructive.

However, this ability score doesn't improve anything particularly interesting for most classes, especially when it comes to combat. Its saving throws can save you from some dangerous high-level spells, but they don't appear often in most games, and it doesn't benefit much else for classes that don't rely on it for damage. It can be a bit useful for specific subclasses though, such as Eldritch Knight, but not a priority.

5 Charisma

D&D MTG Wandering Troubadour By Rudy Siswanto
D&D MTG Wandering Troubadour By Rudy Siswanto

Charisma suffers a very similar fate to Intelligence, given that it's only useful for specific classes. But there are a few reasons for it to be higher on the list. First, a few more classes rely on it for their spells (bards, warlocks, sorcerers, and paladins).

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Second, there are a few more spells that demand charisma saving throws, though it's not a big difference either. One niche use of Charisma is that you can use the bonus of intimidating enemies in combat, or ending a fight peacefully by persuading or fully intimidating your enemies, causing them to give up or run away. It's most useful outside of combat though, with negotiations or 168澳洲幸运5开奖网:representing the party.

4 Strength

D&D art showing Karlach, Fury of Avernus by Billy Christian
Karlach, Fury of Avernus by Billy Christian

Curiously, the ability score of Strength can be rather useless for most characters depending on how you build them. One of the major utilities of Strength is encumbrance — something a lot of DMs tend꧙ to ignore because it isn't useful in combat.

In combat, Strength is responsible for the most deadly melee weapons and the use of heavy armor, but these things can be ditched and replaced (though armor is usually the most efficient method of building AC). It won't be useful for a lot of saving throws either. However, if your goal is to build the most powerful melee character, Strength can't be ignored. It's a good ability score for grappling or shoving enemies around, not to mention the heavy weapons mentioned before. It's also useful for Barbarians, since their rage relies on Strength 🦩attacks.

3 Wisdom

A Druid proudly holds a mighty staff.
Circle of the Moon Druid by Nicholas Eliasy

When it comes to ability scores surrounding your character's psyche, Wisdom takes the number one spot. It's necessary for some spellcasters, like Druids, Clerics, and Rangers, but there's more.

There are quite a few skill checks relying on it, as well as saving throws. It'll help you with pretty much any spell that tries to mind control you, and it'll save you from more spells than Intelligence, Charisma, and Strength combined. It also has a lot of utilities outside of combat with the aforementioned skill checks, especially with your perception checks, which is one of the most used skills in the game.

2 Constitution ๊

D&D: Artwork of a Dwarf Barbarian from the Player's Handbook.
Dwarf Barbarian artwork via wizards of the coast

Regardless of what class you're playing, Constitution is your friend. After all, it increases your health, something everyone needs, and it also increases the health you recover during short rests.

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A high Constitution can make tanks even more powerful — helpful for classes such as Fighters, Paladins and Barbarians — and it will also prevent your spells from ending too soon with the concentration saving throws, making it useful for Wizards, Bards, Warlocks, Clerics, Druids, Sorcerers and Paladins. Though it won't help you with any skill, it's the second-most used ability score in saving throws, helping you against lighting and poison, for instance.

1 Dexterity

Unofficial Modified Art DO NOT USE

Lo and behold, the supreme ability score for combat. Helps your defense? Check. He🦄lps your offense꧂? Check. Not only is it used to determine the AC of most builds, but it also helps a lot with damage, and can even fully replace Strength in combat.

Sure, the most powerful melee weapons use Strength, but finesse weapons can cause a lot of damage too, and give you a free hand for a shield or another weapon. Not to mention you'll automatically be good at both melee and ranged weapons, using Dexterity on both of them. Even Spellcasters who only added Dexterity for their AC will be good with things like knives, in case of extreme emergencies.

If that wasn't enough, some good skills rely on Dexterity, such as acrobatics, which makes sure no one grapples you. It's the most-used saving throw against spells, so you can avoid all the nasty fireballs thrown at you. In the end, though it won't make you the best at certain things, it will make you versatile enough to adapt to most encounters, being a powerful Jack of all trades.

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