STR (Dungeons & Dragons 5th Edition)
Definition
Strength measures raw bodily power. It sets your attack and damage bonus with most melee weapons, it is the only ability tied to the Athletics skill, and it decides how much you can carry, drag, and force open. It is also the ability behind grappling and shoving, which is the cheapest way in the game to control where an enemy stands. Its weakness is narrowness. Strength feeds one skill and a saving throw that comes up mostly against being moved or restrained, so a character who is not swinging a heavy weapon gets little from a high score. That is why Strength is a commitment: you take it to 16 or higher and build around it, or you leave it near 10 and use Dexterity for your weapons.
How it works
Tips
Frequently asked questions
Should my Fighter use Strength or Dexterity?
Strength if you want heavy armor and a two-handed weapon, since heavy armor sets AC from armor alone. Dexterity if you want AC, initiative, ranged attacks, and Stealth from one score. Strength hits harder, Dexterity does more jobs.
Is Strength a dump stat for spellcasters?
Usually yes, and the real cost is carrying capacity and Strength saves. A Wizard at 8 Strength carries 120 pounds and takes a -1 on saves against being grabbed or shoved, which is survivable but noticeable in a dungeon.
What does Strength do for grappling?
A grapple or shove is a contest of your Athletics check against the target's Athletics or Acrobatics. A high Strength plus Athletics proficiency wins most of those, and holding an enemy in place is often worth more than a single attack.