Dragon Sol Logo
YouTube link
Discord link
Instagram link
TikTok link
Patreon link

 

 

Breaking Down D&D - Ability Scores: Constitution

Understanding Constitution:  What it Is, Why it is Useful, and How to Use it Better in 5e/5.5e, OSE/OSRs, Pathfinder, and other TTRPGs

by Chris@Dragon Sol

Note: while the title calls out D&D, this article generally applies to any 5e/5.5e variant, Old School Renaissance/Revival variant (OSE/OSR), Pathfinder/Starfinder, or other Tabletop Role-playing Game (TTRPG) that uses the core ability scores.

See this article for more on the core TTRPG ability scores.

What is Constitution?

Constitution is all about how resilient and vital you are.  It measures a character’s toughness and endurance.  It epitomizes the saying, “When the going gets tough, the tough get going.”  A high Constitution Ability score allows a character to keep going and going in a number of different ways.  It represents one aspect of how physically fit they are (combined with Strength).

Constitution as a player ability is defined as having to do with the body systems that regulate health (like the immune system or the endocrine system).  This can be expressed in:

  • Vitality via Hit Point (HP) bonuses when leveling up or healing with Hit Dice

  • Resistance to disease and poison

  • Maintaining concentration

  • Endurance for physical exertion

  • How long you can hold your breath

  • Persisting without food or drink

  • How long you can stay awake without consequences

  • Shaking off physically induced mental effects (like a hallucinogenic)

  • Eating or drinking a lot

  • Maintaining sobriety when imbibing alcohol

  • Consuming disgusting or extremely spicy food without digestive distress

Typical in-game uses for Constitution are:

  • Modifier to HP gained when leveling up

  • Maintaining movement past normal limits (e.g. Forced March) or going without food or sleep without suffering Exhaustion

  • Resisting physically induced effects such as poison, blindness, or most other physical conditions tracked within 5e 

  • Making Concentration checks when maintaining a spell

  • Dashing during a chase

  • Resisting the effects of adverse weather and other environmental conditions

  • Resisting contracting a disease

Since Constitution affects your character’s Hit Points it is useful for every character type, but it is primarily used for melee character classes who need to tank up to become an HP sponge and may be a primary stat for:

  • Barbarians (used for Unarmored Defense)

  • Fighters

  • Monks

  • Paladins

How is Constitution Used?

In 5e/5.5e (and similarly in PF2e) the Constitution Ability Score modifier is a bonus to HP when leveling up and to Constitution Saving Throws.  It is used to modify a roll when healing with Hit Dice.  It is also used for a Barbarian’s Unarmored Defense calculation.  The modifier is calculated at (XCon -10)/2 and rounded down.  Therefore a 10 or 11 has a modifier of 0, a 16-17 a modifier of +3, and a 6-7 a modifier of -2.  The modifier is applied to the die roll for HP and Constitution based Saving Throws.

Constitution is also used for making Concentration checks when a caster takes damage while maintaining a spell.  If the Concentration check is failed the spell ends.

There are no skills associated with Concentration in the base or expanded 5e rule sets.  Constitution Saving Throws are made against the base Ability Score.

Constitution Saving Throws are used when a character is exposed to adverse environmental or physical conditions or elements that can impact the physical body.  These often include exhaustion (either through forced movement in difficult terrain or bad weather conditions), disease, poison, and spells or substances that can cause one of the many physical Conditions tracked in the game, such as: Blindness, Deafness, Paralyzed, or Petrified.  Resistance to other effects that come about through physical contact or manipulation, like hallucinations caused by mushroom spores or being Charmed by way of incense, may also use a Constitution Saving Throw.

Constitution is capped at 20 (22 in PF2e) for PCs with an exception for magical boosts.  Creatures and the divine can go up to 30.

But What Does That Mean?

Here’s a general breakdown of the Constitution score, by modifier.

Constitution Score (Modifier) | Explanation

1 (–5) | A failing immune system.  Living in a bubble may be the only way to not contract every disease you encounter.

2-3 (–4) | Frail and sickly.  Often injured or sick.  Every trip or fall is a broken bone and every sniffle or cough is a new illness.

4-5 (–3) | Rather wimpy.  May be bruised in a pillow fight or knocked out cold with an open hand slap.

6-7 (–2) | Falls ill commonly.  While nothing is life threatening, the regularity of bed rest is noticeable.

8-9 (–1) | A light weight with both drink and labor.  A full day’s hard work is enough to require 3 days of rest while a night of light drinking results in hangover for the ages.

10-11 (0) | Average constitution.  Can live without much fear, but knows not to take unnecessary risks.

12-13 (+1) | Tougher than most, but just barely.  Not afraid of a hard day's work and can imbibe on the regular.

14-15 (+2) | A hard day’s work is more like a day and a half for you without negative effects.  You like your food spicy and you are no stranger to a friendly brawl.

16-17 (+3) | Tough as nails and hardly ever sick.  Dirt and grime can’t penetrate your skin and most punches are about the same.  Eating the exotic cuisine has no effect either.

18-19 (+4) | You have legendary endurace and can stay awake for days at a time.  You also have an iron stomach and skin as thick as a rhino.  Getting caught in a blizzard bare chested is of no concern.

20 (+5) | Fatigue, you’ve never felt it.  Quit, you’ve never done it.  Sick, you’ve never had it.  Injuries and sleep are for lesser men. 

The elderly, the frail, and the immuno-compromised have Constitution scores in the 1-6 range.  Competitive eaters, military special forces, endurance athletes have Consitution in the 14-18 range. 

The current record for most hot dogs eaten within a 10 minute span at the Nathan’s Hot Dog Eating Contest is 76.  It takes a special kind of…something to down that many dogs like that.  Competitive eaters train like athletes for their events and they push their constitutions to the limit.

Military special forces train for endurance in extreme conditions.  Navy Seals and Green Berets are capable of performing highly complex tasks with incredible precision in an atmosphere of “All Go” for days on end without any type of rest.  Other special force units in militaries around the world specialize in certain types of activities or terrains allowing them to operate well above a normal person, like Nepal’s Gurkhas in the mountains.  Constitution is a key part of this.

Endurance athletes, like ultra-marathoners, train their bodies well beyond normal limits.  The current record for the 100 mile ultra marathon is just under 11 hours 20 minutes.  The record for the 1000 mile ultra marathon is just under 10 ½ days.  That’s well past the 24 miles per day normal travel distance in 5e/5.5e.

Many creatures have high Constitution scores to represent their natural toughness but there is another tool used to add granularity to the toughness of a creature.  That being “Resistance”.  Creatures may have a Constitution score in the normal range yet are Resistant or Immune to certain damage types.  This is a way to express that specific aspect of a creature’s constitution, or toughness, without raising the level across the board.  A creature with a thick hide may be resistant to piercing damage while a creature that lives in a toxic environment may be immune to the Poison condition.  This is often just another way to express Constitution.

There are several aspects of Constitution to consider.  The most common one is how hardy you are.  This is represented by your resistance to physical ailments and your immunity.  This often extends to your overall toughness as well, which combines with your HP.  Another common aspect is your endurance/fatigue.  A lesser used aspect is that of Vitality.  

Hardiness plays into most Constitution Saving Throws and can be used in a lot of ways during role play.  Endurance/Fatigue is often used for mechanical aspects of the game, but can inform a lot of role play as well.  Vitality is an often overlooked feature of Constitution and that is a shame.  Outside of the HP bonus that only occurs when a character levels up, the vitality aspect is typically ignored.  But we’ll get to how to fix that later on.

Roleplaying Constitution

Consider the aspects of Constitution your character has and at what level.  How hardy is your character, how much endurance and stamina do they have, and then there is their vitality.  These traits are often internal to a person but are expressed situationally.  To role play someone with either a high or low Constitution determine which aspects you want to express and then consider the situations they relate to.

Hardiness expresses itself when dealing with external physical elements.  This includes exposure to weather, toxins, poisons, hallucinogens, euphorics, etc.  Anything that can cause a change to your character’s biology, including mental perception, must first overcome the character’s hardiness.  Mechanically this is often done through a saving throw.  But if you know you have a good chance of succeeding, or are likely to fail, it will impact your character’s attitude towards the encounter.  Running head first into a toxic jungle or using your reaction to withdraw as far away as possible from a buzzing bee is informed by your Constitution modifier.

Hardiness can also be played out as physical toughness.  How thick is your character’s skin or hide?  How resistant are they to physical damage and how willing are they to enter a scuffle?  Sometimes it doesn’t matter what the most intelligent or tactical action to take is.  Some people like a good scrape while others know they will most likely get injured.  People don’t act out of careful planning.  They usually act out of a quick understanding of the immediate consequences and whether or not something is fun.  If you get hurt easily then nothing much is fun and you look for a cerebral approach.  If you don’t get injured easily then you are more apt to take a more physical approach to things.

Another aspect of hardiness is with your digestion.  Shared consumption of food is a common cultural necessity that may have deep meaning for the NPCs in a campaign and how one eats can make a big impact on social encounters.  Consider how delicate your character’s stomach is.  Do they get queasy at the sight of blood?  Does spice turn them off of their supper?  Or do they have an iron gut?  If they do then they may go out of their way to try exotic foods or even wager on consuming the most disgusting thing in the market.  And then there are good, old tavern drinking games.  A reputation as a crazy person who will eat anything and drink you under the table can go a long way in certain circles.  Then again, if you cannot partake in a traditional meal with an exotic dinner partner then the negotiations may be short lived.

Endurance and stamina are often handled mechanically when needed due to some extreme situation.  It is not typical for a game to push endurance on the regular.  But if the character or the party can endure such exertion then you can lean into it.  Forced marches are usually used to increase tension in a game.  But if there is high Constitution in the party then they can become a tactical advantage.  It is also possible, depending on the biomes, that certain areas in the game world will only be accessible to characters who can endure great environmental hardships.  This can open up new areas of exploration.

Other aspects of endurance and stamina have to do with how long you can go without food, water, or sleep without suffering negative effects (e.g. exhaustion).  It also determines how long you can hold your breath or run non-stop (dashing during a chase).

Combine hardiness and endurance and you can see how a character can fare against environmental conditions.  Elves in Lord of the Rings have an incredible Constitution.  Not only is their stamina almost infinite, but they can endure extreme environments, such as frozen wastelands, with no need for protective clothing and suffer little ill effect with no issues to mobility or injury. 

Last is Vitality.  Vitality is how strong your life force is or how much oomph you inherently have.  This is reflected in your character’s HPs and in healing with Hit Dice.  But it can be roleplayed in other ways.  It can reflect a boundless energy or zeal for life.  It can reflect an indomitable will or a spirit of wanderlust.  Consider the vitality of your character.  How strong is it?  And if it is strong how is it expressed?  The way a character expresses their vitality informs how they will approach most every situation more than any other Ability.

Constitution, and the aspects discussed, is key in understanding how a character will react to obstacles and interact with the world around them.  If they shrug off physical discomfort and danger then that’s how they approach situations.  If they have a huge thirst for life then they are going to engage more, even if it isn’t the smartest thing to do.  They are more interested in having a huge experience than a smart one.

From a mechanics stand point you can use the dice to help you roleplay.  When rolling for an Ability check you can use the difference between your roll and the DC to inform your roleplay.  

When the numbers are close then the contest is close.  A margin of 1-2 points and the effects are felt, even if you won it takes a moment to shake it off completely.  If you lose, well then it takes a moment to take effect.

If the margin is around 5 it was a clear victory or defeat.  The effects are ignored or take a strong hold.

If the margin was approaching 10 or more then it wasn’t even a contest.  You take another swig of poison just to show them how ineffective it was or you turn deathly white almost instantly and fall to your knees.

The margin of success isn’t a mechanic in the core rules of 5e (though it is used in Pathfinder).   You can use it to inform your roleplay or you can use it (with your GMs agreement) to affect the narrative, perhaps with a mechanical advantage.  This is similar in concept to critical hits (critical fails as well if you play with that option).  A great success may give you advantage in some way or impose disadvantage.  It may give you some extra insight into what is trying to affect your body or completely blindside you.  It is another way to enjoy the roll of the dice.  But it is not part of the core rules and in some cases can imbalance the game, so allow you GM discretion to say no in any given situation.

Building a Character with Constitution

Constitution is often considered a second tier ability score.  It is not a primary ability like Dexterity or Wisdom (both of which are used excessively in Ability checks and Saving Throws) but it's not necessarily a dump stat in most character builds, though it can be.  There are no skills associated with Constitution but it does modify your HP.  At the very least most character builds will want to avoid a negative modifier, but if the character does not intend to take the brunt of the damage to the party then a positive modifier may not be necessary.

The primary mechanical use for Constitution is to improve the character’s HP, modify healing (with Hit Dice), and to resist negative physical effects such as exhaustion, blindness, and poison conditions.

Constitution can be helpful to melee fighters who need to be tanks as it increases HP and healing.  It can also be helpful to survival builds since they can endure harsh environments and are less likely to contract a disease or get sick from eating less than adequate food stuff.

Magic casters need to evaluate the risks of not investing in Constitution.  Most magic casters are ranged attackers and use a non-physical attribute for casting so Constitution is not a primary attribute for their build.  However, Constitution is what is used for Concentration checks.  Using your high level spell slots is a serious expenditure of resources.  If you lose concentration on that spell in the first couple of rounds because of a weak Constitution then you may be in a world of trouble.

A Variant mechanic in the DMG shows how an ability score can be used as a gate check to represent what a PC (or creature for that matter) is normally capable of doing.  And implementing this makes Constitution a more valuable ability in game. 

Use the Constitution based DC as a gate.  If the character’s Constitution score exceeds the DC by 5 then consider it an automatic success.  Only require a roll for those activities whose DC is 5 more than the Constitution score.  If traveling through the swamp causes most people to fall deathly ill then it may be the best path (as it is likely unguarded) to the enemy’s keep.  If there is a chance you might fall into a fever dream then it may not be considered.  But if the player invested in Constitution for just such an occasion, let them slug through the sludge unharmed.

Improving the Value of Constitution

Consider 5e and PF2e (and any other TTRPG for that matter) as collections of mechanics, and not all encompassing rule sets.  They can easily be modified and tailored for your table.  One of the easiest ways to make Constitution more valuable is to use it more.  From a GM’s perspective if a player wants to play a constitution based character, have more constitution based conundrums to be solved.  From a player’s perspective, if you want to play a constitution based character then use your hardness, stamina, and vitality to solve the conundrums before you.  If constitution is your greatest asset, wouldn’t you try to use it as much as you could?  There’s no reason to wait for the GM to set you up for it.

Group Ability Checks for Constitution

A Constitution based group check represents everyone suffering through the same ordeal and those with higher Constitutions taking the brunt of the situation to shield those with weaker constitutions.  Much like a group Stealth check, half or more of the PCs need to succeed on a group check or the entire party fails.  There are not many situations where a group COnstitution check makes sense.  In most cases the entire party will make individual Constitution checks and suffer failures individually (e.g. contracting disease, getting frostbite, etc.). 

Applying Constitution to Other Skills

One way to improve the value of Constitution is by an application of Skills.  The base rules call for Ability checks when a PC is not guaranteed a success.  If a certain skill applies to the action then the proficiency with that skill can be added to the Ability check.  This leads to the association of Skills to one, and only one, Ability.  A Variant 5e rule, “Skills with Different Abilities”, can allow for what is essentially a Skill check.

Normally the GM calls for an Ability check modified by a Skill, like Wisdom (Perception), to determine the outcome of the interaction within the game world.  The Variant rule turns that around.  Instead of a Wisdom based check for Perception the GM can ask for an Intelligence based check for Perception.  In this case, knowledge of a pattern or expected outcome can help the PC perceive the clue, or something like that.

From a roleplay perspective, the player can capitalize on this (with agreement by the GM) to play their character with a Constitution-is-the-Solution mentality.  When a check is required the player should propose a constitution-based action that could succeed.  It will be up to the GM to determine if it is a reasonable and acceptable attempt. Then the Skill check can be rolled with the Variant Ability used.  Some examples of Variant Constitution/Skill combinations and their resolution actions are provided below.

Ability Skill Action Example
Constitution Athletics Knowing how hard you can push yourself or how others are fairing under exertion
Constitution Acrobatics Keeping your feet on the deck of a rocking boat…and fighting off sea sickness
Constitution Sleight of Hand Performing a delicate operation, like surgery or disarming a bomb
Constitution Stealth Remaining perfectly still and silent when someone is close to discovering you
Constitution Arcana Execute lengthy rituals and resist disturbing effects
Constitution History Ability to conduct lengthy research efforts
Constitution Investigation Patiently observing without interacting or disturbing
Constitution Nature Understanding hibernation and feast or famine cycles
Constitution Religion Determine the effect from certain religious practices (e.g. fasting, prostrating, self-flagellation, chanting, etc.)
Constitution Animal Handling Riding for extended periods of time
Constitution Insight Determine truthfulness based on body signs (change in skin color, sweat, breathing, heartbeat, etc.)
Constitution Medicine Performing delicate or tedious surgery or understand what element is causing a sickness
Constitution Perception Picking up on physical cues from the condition of the body (pale/blush)
Constitution Survival Finding barely edible foodstuff while foraging or enduring overland travel
Constitution Deception Maintaining your cool under scrutiny
Constitution Intimidation Determining if the target will respond to physical, emotional, of situational threats
Constitution Performance Long winded performances or hitting that big note and holding it for an impressive amount of time
Constitution Persuasion Talking someone into something over drinks

Tactics and Battlefield Control

Constitution based characters can utilize environmental elements on the battlefield for a tactical advantage.  If there are elements that can cause physical distress a character with a high Constitution can most likely avoid the negative effects.  Pools of toxic sludge that cause disease, areas of mold spores that cause hallucinations, blasts of cold that can freeze skin, these types of elements often require a Constitution save to avoid the consequence.  A Character that shrugs them off can move through or stay in those areas without much of a problem.  

If such areas cause harm to enemy combatants then fighting them there is a two-for-one punch.  If the elements are part of a creature's lair then the disadvantage most would have is gone and you have leveled the battlefield.

Additional Skills

There are no skills associated with Constitution in the base rules of 5e.  The list of skills in the base rules covers most activities, sometimes with a stretch.  But there’s nothing stopping any given table from adopting new ones that suit their game.  Skills are things that are learned through training, practice, and use.  Tailor them to your game and your character.  Becoming proficient in Constitution based activities can be a boon, especially if they develop organically through your play style.  While it may not be the most intuitive Ability to adapt to skills, there are quite a few possibilities that could be common enough in your game setting to warrant an investment of proficiency.  Some possible Constitution based skills are:

  • Pepper Digester

  • Iron Gullet

  • Endurance Contest

  • Staring Contest

  • Arm Wrestling

  • Poison Drinker

If you don’t want to be too specific you could have a proficiency for Constitution saving throws.  This would apply to a character that invests in their health.  Alternatively a character could develop a resistance to specific things either through accidental exposure or purposeful dosing.  A resistance to iocane powder comes to mind.

Additional Mechanics/Skills/Abilities to Consider

If you are looking for ways to increase the value of Constitution in your game you can add a couple of mechanics.  Since Constitution is tied directly to healing with Hit DIce you can tie it to other forms of healing.  As it represents how healthy your body is and, therefore, how easily you heal, then add the Constitution ability modifier to all healing, not just Hit Dice.  This would boost healing potions and cure wound spells.  If you use this mechanic then it is suggested that healing from a pool, such as a paladin’s lay on hands, should not be modified or must use at least 3x the Con modifier from the pool before it can be modified.

Another innovative mechanic floating around the TTRPG community is based on the same idea that the higher your Constitution the healthier you are.  In this case being fit allows you to push your body past the normal limits.  As such you can turn a bonus action into a standard action.  This is limited to a number of times equal to your Constitution modifier per long rest.  Credit to JacktheRabbit for this novel idea.

Miraculous Feats of Constitution

One additional rule to consider is that of “Miraculous Feats of Constitution”.  With a Miraculous Feat one can perform well past the standard ability limits.  For a Miraculous Feat of Constitution the body pulls from the internal wellspring of willpower to continue operating past what is normally possible.  The significance of the Feat is dependent on how much past the standard limits it is as a factor times the base, (e.g. 1x, 2x, 3x, etc.).

For each factor greater than the base, the action consumes a full turn and inflicts a level of exhaustion upon completion.  The GM can vary these requirements to support dramatic storytelling of course.  In the cases of longer term actions, like a forced march, the time unit can be changed to the standard being used for that activity.  So 8 hours instead of 1 turn.

In terms of Constitution saving throws for resisting conditions each condition resisted can be assigned a factor, typically 1 but it depends on the potency.  In these cases the PC can shuck off the effects when they occur and continue to operate uninhibited until the Exhaustion takes effect.  If this is in the midst of combat you can delay the Exhaustion for a number of rounds equal to the Constitution modifier.

In terms of endurance and stamina, one of the greatest examples of this in literature is the chase for the hobbits at the beginning of the Two Towers.  Merry and Pippin had been captured by orcs and were being taken back to Isengard.  Aragorn, Legolas, and Gimli took off after them.  They tracked the orcs for days with little food or rest.  It was an epic journey as the Three Hunters were unwilling to give into the demands of their bodies when their friends were in danger.

Since activities like this usually result in a Constitution saving throw for exhaustion the Miraculous Feat can take on a different mechanic.  The PCs can choose to make a Miraculous Feat of Constitution instead of making an Exhaustion save.  They can continue on this way, increasing the factor by 1 for each “auto-save” used.  When done they immediately suffer the associated levels of exhaustion.  This allows the players to accomplish the actions they want but mandates they suffer the consequences instead of leaving it to a random roll.

If utilizing a DC then each factor is equivalent to 5.  So an Ability check can get a +5, +10, etc., bonus to the check as a Miraculous Feat of Constitution with the impending exhaustion as stated above.  You can also allow the use of Inspiration to cover one factor without exhaustion.

The dramatic moments this can create can be epic and are seen in countless stories as the hero risks their life to accomplish what must be done.  If used with restraint this can change the narrative in a compelling and memorable way.

Great Characters with Constitution

There are many popular characters that have incredible constitution, most often exhibited in stamina and an unfaltering will.  It's one of the core traits of most epic heroes.  We’ve already talked about Aragorn, Legolas, and Gimli (the Three Hunters) from Lord of the Rings.  Even if you want to develop an original character, drawing inspiration from these classic tropes can be a great place to start.  But these character builds may not be what you thought.  Then again, playing a character that just won’t quit can always be fun.

Captain America

Captain America is an uncompromising hero.  In his most recent depiction in the MCU he has a catch phrase, “I can do this all day.”  No matter how hard the fight he continues to get up and stand for those who cannot stand for themselves.  He is a character of not just great strength, but great fortitude, willpower, and stamina.  All things described by the Constitution ability.  While known as the world’s greatest soldier and seen as a fighter, Captain America is a Monk who follows the Way of the Kensei.  

With a focus on his shield as his Kensei weapon he can achieve great feats including multiple quick strikes (Flurry of Blows), Dash and Jump great distances (Step of the WInd), he can fall from great heights with little to no damage, he has Quickened Healing, he can stun people with his shield strike, and he can even catch incoming projectiles and throw them back (which he does all the time with his shield).  Steve Rogers is a Strength and Constitution based Monk.

Ellen Ripley

Ellen Ripley, the protagonist from the Alien movie franchise, is tough, cunning, and a true survivor.  No matter the odds she has no quit.  Even after the xenomorph killed the rest of the crew, Ripley fought on.  Possessed of an inner resolve she found a way to be the victor.  While intelligent, she is primarily blessed with an indomitable will to keep moving.  That is Constitution.  

Ripley is an Armorer Artificer with a good Intelligence and a great Constitution.  Her arcane armor takes the shape of a power loader so she can fight the Xenomorph on even footing.

Hulk Hogan

Hulk Hogan, the professional wrestler was known not just for his incredible strength (he sported 24” biceps) but also for his stamina.  There was hardly a bout he fought in, it seems, that he did not have a chance of losing.  After a long and tedious fight, Hulk Hogan would find himself in a submission hold or being choked out.  He would start to fade, the referee poised to end the fight, when the crowd would start chanting “Hogan! Hogan! Hogan!”  Invigorated by the love and passion of his fans he would fight back to consciousness and break the hold of his opponent going on to pin his opponent and claim victory.

Hulk Hogan is obviously a Level 18 Champion Fighter with the Survivor trait.  At the start of each turn he gains Hit Points equal to 5 + his Constitution modifier.  Given the amount of damage he can come back from during a match one would imagine his Constitution modifier to be as large as his biceps.

Inigo Montoya

“Hello, my name is Inigo Montoya.  You killed my father.  Prepare to die.”  Immortalized in the Princess Bride, Inigo Montoya was a swordsman of incredible skill.  He was also possessed of an unwavering spirit and the endurance to see his mission through to the end.  His willpower and stamina allowed him to finally seek revenge against the man who murdered his father despite receiving a death blow himself.  

Inigo Montoya is Fighter: Samurai.  Specializing in the Dueling fighting style, he uses a rapier as a finesse weapon with his great Dexterity.  But it is his Constitution that sees him through his hunt for Count Ruben.  The final chase sees him dashing over and over again without faltering.  He shows flourishes of expert skill using his Action Surges to strike and a murderous pace.  But he still finds himself at the business end of a flying dagger.  

Taking it to the gut Inigo falls, originally failing his save.  But he is Indomitable and with his Strength Before Death trait refuses to fall unconscious.  Rising he uses his Fighting Spirit and his Second Wind to regain Hit Points and gain advantage on a series of attacks that disarms and humiliates his foe.  Finally ending in delivering justice.

Jefferson Smith

Played by Jimmy Stewart in Frank Capra’s masterpiece, Mr. Smith Goes to Washington, Jefferson Smith has unending energy and a zeal for life.  When push comes to shove he stands up for what is right by staging a one man filibuster in the U.S. Senate where he talks non-stop for over 24 hours.  Though he does not get up to much adventuring outside of the confines of the Capitol building, Mr. Smith lives by a set of ideals and believes in honor and righteousness.  He is no doubt a Paladin fighting the good fight.

Samwise Gamgee

Sam, of the Fellowship of the Ring, is a true and loyal friend to Frodo.  It is his bravery and undying will to help his friend carry his burden that is the true heroic arc of the Lord of the Rings.  He faces many trials through the long journey.  He goes for days without food or water.  He travels through difficult terrain and terrible environments without falling to disease or illness.  And he shirks off the effect of the One Ring that seduced every other being who had touched it (besides Tom Bombadil that is).  

Sam possesses middling ability scores in everything except Constitution, which is through the roof.  And with this high Constitution he makes a great Barbarian who follows the Path of the Ancestral Guardian.  Not only does Sam fly into a rage several times throughout the story, but when doing so it is to better protect his allies, his tribe, his fellowship.  Specializing in using frying pans as weapons, Sam seems to be guided beyond his meager abilities and even protected at times (Ancestral Protectors and Spirit Shield).  He also often Consults the Spirits by recalling the wisdom of his “old Gaffer”.

Constitution: the Wrap Up

When it comes down to it you can have a character that hits first and fast and only needs that one hit or you can have a character that can get back up when they get knocked down and doesn’t know when to quit.  Of course the middle ground works well too.  In any case, Constitution should never be an afterthought.

Constitution based characters can be a great boon to any party and the make of a robust character to play.  The key to utilizing your Constitution in roleplay is to understand the three aspects of Constitution and how your character expresses them:

  1. How hardy is your character?

  2. How much endurance/stamina do they possess?

  3. What is their vitality and how do they engage with life around them?

Characters with high Constitution are more likely to engage with life, and all of its obstacles, more directly than characters with low Constitution.  This will determine if the character takes on problems head on or if they try to solve them from around the edges.  No matter what class your character is, it is more likely that their Constitution will determine how they approach things than any other ability, skill, or trait.

Next →Understanding Wisdom: What it Is, Why it is Useful, and How to Use it Better