Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some spells have attack rolls just like regular melee or ranged (i.e. a bow) do. CHA increases the hit probability for a Sorcerer.
The modifier is increased on even numbers:
At Charisma 10, you get a modifier of 0
At Charisma 12, you get a modifier of +1
At Charisma 18, you get a modifier of +4
So Cleric, Druid, and Ranger's spell hit chance is based on Wisdom, Wizards (and Arcane Trickster / Eldritch Knight) Intelligence, Sorcs, Bards, Warlocks use Charisma, and I'm unsure if Paladins spell hit chance is Wis or Cha based.
While Eldritch Knight and Arcane Trickster use Int for spell hit chance, you dont need any points in Int because you should be using those spell slots for buffs not damage spells.
It's OK, coming in fresh to this the whole attack roll and damage roll, DC vs spell effects etc isn't that obvious even if they try to tutorialize it. They do an OK job doing so IMO but it's still nothing weird to not quite get the systems instantly.
Ah fair enough!