Your character’s Ability Score improves when they reach Levels 4, 8, 12, 16, and 19.

This opportunity to increase your ability scores is exactly what it sounds like: a chance to do so. This list includes physical and mental stamina as well as mental faculties such as wisdom and intellect.

It is possible to gain either +1 or +2 points on these scores with the help of your ASI (a bit confusing at first read, I know).

Some classes (such as rogues and trolls) are also given ASIs at higher levels.

Ability Modifiers

A modifier is assigned to each ability score.

A +3 modification is applied if your ability score is 16, for example.

Unlike the ability score, the modifier has a far greater bearing on performance.

Listed below is a breakdown of the information we have:

Ability ScoreModifier
6–7−2
8–9−1
10–11+0
12–13+1
14–15+2
16–17+3
18–19+4
20–21+5

To illustrate, the modifier rises by +1 at even numbers but does not change at odd numbers (as is the case in the previous example).

As a result, adding +2 to any ability score will only result in a +1 modifier gain.

How do you know when to boost an ability score?

The ability score you now have should be at least twenty points higher than your primary class grade if it is below that.

At the end of this post, you’ll see a breakdown of the most important skills for each class.

Characters in 5e are typically unable to increase their ability scores beyond 20.

Even-numbered scores are preferable to odd-numbered scores in 5e. As a result, increasing your Dex from 15 to 17 is a waste of an ASI. Dexterity should be increased to 16 and the other +1 should be used for another ability score.

If your Dex is 16, increasing it to 17 is usually not a good idea. Make it 18 or don’t make it at all.

Feats and Half-Feats

In 5e, feats are optional.

It is permitted for you to select a feat over an ASI if your group is playing with the feats. Taking a feat rather than an ASI in some situations is preferable, but in others, it is not. There are also “half-feats” that offer you a +1 bonus to an ability score and also give you other powers.

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If you simply need a +1 to an ability score to attain an even total, these are worth a look.

A feat that increases your Dexterity by +1 and offers you additional power can be used to improve your Dexterity level from 15 to 16.

There are situations when an odd number is desired for a characteristic.

A half-feat, the capacity to multiclass, or the ability to wear heavy armor without incurring a movement penalty are all reasons why you might want to take a half-feat at some point in the future.

When is a feat better to take than an ASI?

Your character’s build and the world in which you’re playing may have an impact.

Some characters require more achievements than others.

Taking feats is suggested for fighters because they receive more ASIs. Some characters can benefit greatly from specific abilities. Consider all of your feat possibilities before making a final choice.

When a player reaches level 4, for example, they wish to increase their ASI’s hit points.

One option is to select +2 Con, which would increase their constitution modifier by +1, granting them an additional 1 health point every level (a total of 4 hp because they’re level 4). Their Con saving throws would gain an additional +1 as a result of this.

Another option is to choose the Toughness feat and get an additional 2 HP every level for a total of 8 HP, but they would not receive the +1 modifier to their Con saving throws.

To extend their life span in combat, the player might either improve their dexterity or adopt a defensive feat that would make them more difficult to hit.

What is “Bounded Accuracy?”

“Bounded accuracy” refers to a 5e mechanic that restricts character bonuses to a certain amount.

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When it comes to employing specific powers and talents, even if you don’t offer yourself boosts to those abilities or skills, you can still succeed if you roll correctly.

It would be ideal if you could score highly in all of your skills.

But actually, the game isn’t meant to be played that way.

Even the best players aren’t able to master every aspect of the game. As a result, maximizing every ability score isn’t necessary, and taking a feat instead of an ASI is usually fine.

Also, if your character is good at everything, it can take away from the fun.

In D&D, the players work together to fill in for each other’s weaknesses and help each other succeed. When things go awry, it can lead to hilarious antics or epic role-playing.

To put it another way, you don’t have to be an expert in everything, and you generally shouldn’t!

Multiclassing: When do you get an ASI?

Multiple-classing is a choice available in the 5th edition, just like feats and special abilities.

If you take multiple classes, your chances of receiving an ASI will be affected.

There is a limit on how many ASIs you can earn per class.

For example, a level 1 wizard or a level 4 fighter would not be able to use a feat until they had reached their 4th level.

ASIs may take longer for your multi-classed character, as they may have more classes.

What does an ASI give you?

Depending on your class and your current ability scores, the advantages can vary greatly.

Compared to a feat, a +1 to a modifier may look drab. But in many cases, it’s more of a plus than you think.

However, you must also examine the capabilities of your character and decide which option is the most enjoyable in light of what you can do with those talents.

For instance:

So, let’s say that a wizard has increased their Dex by one point, to 18. They earn a +1 bonus on their ac and id. The other advantages aren’t very evident because they don’t utilize weapons or sneak about.

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Let’s say a rogue has their Dex boosted from 16 to 18 points. Additionally, they receive +1 to hit and +1 for all dexterity skill and tool tests (acrobatics, picking locks, stealth, and sleight of hands), which they utilize frequently. This is in addition to the wizard’s bonus to AC and initiative.

Wizards can cast an additional spell each day, receive a +1 bonus to Int skill checks, and most crucially, their spell attack rolls and their spell DCs increase by +1 if they receive a +2 to Int.

Because of this, the wizards will improve their casting abilities and will be more likely to hit the enemy with their spells, and the enemy will be more likely to fail their defense against the wizard’s spells because of this improvement.

If a rogue gets a +2 bonus to their Intelligence, they’ll likely just gain the ability to speak a new language.

Let’s take a closer look at the rogue’s combat prowess once more.

Math reveals that a +1% increase in Dexterity is often significantly higher than a +5% increase in all d20 rolls. As an example, let’s say you’re a Level 4 rogue and you’re facing an adversary with a crit chance of 5%.

Rogue w/ feat and no ASIRogue w/ ASI (+2 to Dex)
16 dexterity (+3 modifier)18 dexterity (+4 modifier)
Weapon attack is +5Weapon attack is +6
Damage is d6+3 + 2d6 from sneak attack (ave 13.5)Damage is d6+4 + 2d6 from sneak attack (ave 14.5)
55% chance to hit an enemy with AC 1660% chance to hit an enemy with AC 16
Average damage per round = (0.55)(13.5) = 7.425Average damage per round = (0.6)(14.5) = 8.7
This is a 17% increase in damage!
The average damage done to you by the enemy might be 13 points with a 50% chance to hit.
Average damage taken per round = (0.5)(13) = 6.5
The average damage done to you by the enemy might be 13 points with a 45% chance to hit because you have higher AC.
Average damage taken per round = (0.45)(13) = 5.85
This is a 10% decrease in damage taken per turn
+5 to Dex skill checks+6 to Dex skill checks
This is a 5% improvement on all Dex skills checks

An additional 5% boost to your roll results in a 17% boost to your damage output, a 10% decrease in damage taken, and a 5% boost to all of your Dex skills.

ASIs may appear to be mundane, but they have the potential to be rather powerful.

A feat that grants additional skills or bonuses might be rather effective for the rogue on the left. But you’ll have to weigh the pros and cons to see if it’s worth giving up an ASI for them.

To summarize, the advantages of taking an ASI should not be underestimated. Even if you decide to go for an accomplishment, keep an open mind about it.

In the case of an ASI, it is important to focus on your character’s major abilities.

Keep in mind that the primary abilities of each class can differ depending on the character you create.

ArtificerIntelligence
BarbarianStrength
BardCharisma
Blood HunterStrength or Dexterity & Intelligence
ClericWisdom
DruidWisdom
FighterStrength or Dexterity
MonkDexterity & Wisdom
PaladinStrength & Charisma
RangerDexterity & Wisdom
RogueDexterity
SorcererCharisma
WarlockCharisma
WizardIntelligence