Charisma (CHA) measures force of personality, persuasiveness, and the ability to lead. It is the casting ability for Sorcerers, Bards, Oracles, and Paladins, and it powers the most socially potent skills in the game. CHA also governs channel energy and — uniquely — the ability to command undead. Outside of face roles and CHA-based spellcasters, it is the most safely dumpable stat for most builds.

What Charisma Affects

Stat / Check How CHA applies
Charisma-based spellcasting CHA is the casting ability for Sorcerer, Bard, Oracle, Paladin, Summoner, and Witch — governs spell save DCs and bonus spell slots
Channel energy CHA modifier added to the DC of channel energy (10 + ½ cleric level + CHA modifier); some archetypes also use CHA to determine the number of channel uses per day
Command undead CHA modifier used for the DC when commanding or rebuking undead (10 + ½ HD + CHA modifier)
Bluff CHA is the key ability
Diplomacy CHA is the key ability
Disguise CHA is the key ability
Handle Animal CHA is the key ability
Intimidate CHA is the key ability
Perform (all) CHA is the key ability for all Perform skills
Use Magic Device CHA is the key ability

CHA-Based Spellcasting

Spell save DC 10 + spell level + CHA modifier
Bonus spell slots See the bonus spells table on the Ability Scores hub
Minimum to cast CHA must be at least 10 + spell level to cast that spell level
Classes using CHA Sorcerer, Bard, Oracle, Paladin, Summoner, Witch; also Antipaladin and several ACG classes (Skald, Shaman, Bloodrager)
Spontaneous vs prepared Sorcerers and Bards cast spontaneously (no daily preparation); Oracles are also spontaneous; Witches prepare spells in a familiar

Channel Energy

Clerics and some other classes channel positive or negative energy in a 30-foot burst. CHA directly sets the save DC and — in most interpretations — the number of daily uses.

Save DC 10 + ½ cleric level + CHA modifier (Will save to halve damage or negate healing)
Uses per day 3 + CHA modifier (minimum 1); some archetypes modify this formula
Effect Positive energy: heals living, harms undead. Negative energy: harms living, heals undead. Damage / healing = (cleric level ÷ 2)d6, rounded up.

Commanding Undead

Evil Clerics (and those with the Command Undead feat) can attempt to bring undead under their control rather than destroying them. CHA sets the DC that undead must fail to become commanded, and limits how many HD of undead can be controlled at once.

Command DC Will save DC = 10 + ½ cleric level + CHA modifier
HD limit Total HD of controlled undead cannot exceed 3 × cleric level; undead beyond this limit are turned instead
Duration Commanded undead remain under control indefinitely until the cleric loses control or releases them; they do not require re-commanding each day