Determining Ability Scores
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers.
If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
Natural Athleticism, Bodily Power
Important for:
Barbarian, Fighter, Paladin
Skills:
Athletics
Physical Agility, Reflexes, Balance, Poise
Important for:
Monk, Ranger, Rogue
Skills:
Acrobatics, Sleight of Hand, Stealth
Health, Stamina, Vital Force
Important for:
Everyone
Skills:
None
Mental Acuity, Information Recall, Analytical Skill
Important for:
Artificer,Wizard
Skills:
Arcana, History, Investigation, Nature, Religion
Awareness, Intuition, Insight
Important for:
Cleric, Druid
Skills:
Animal Handling, Insight, Medicine, Perception, Survival
Confidence, Eloquence, Leadership
Important for:
Bard, Sorcerer, Warlock
Skills:
Deception, Intimidation, Performance, Persuasion
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers.
If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
Variant: Customizing Ability Scores
At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.
Ability Score Point Cost
Score | Cost |
---|---|
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
Ability Score Summary
Strength
Measures:Natural Athleticism, Bodily Power
Important for:
Barbarian, Fighter, Paladin
Skills:
Athletics
Dexterity
Measures:Physical Agility, Reflexes, Balance, Poise
Important for:
Monk, Ranger, Rogue
Skills:
Acrobatics, Sleight of Hand, Stealth
Constitution
Measures:Health, Stamina, Vital Force
Important for:
Everyone
Skills:
None
Intelligence
Measures:Mental Acuity, Information Recall, Analytical Skill
Important for:
Artificer,Wizard
Skills:
Arcana, History, Investigation, Nature, Religion
Wisdom
Measures:Awareness, Intuition, Insight
Important for:
Cleric, Druid
Skills:
Animal Handling, Insight, Medicine, Perception, Survival
Charisma
Measures:Confidence, Eloquence, Leadership
Important for:
Bard, Sorcerer, Warlock
Skills:
Deception, Intimidation, Performance, Persuasion
Passive Wisdom (Perception)
Passive perception is calculated as 10 + all modifiers that would apply to a rolled perception check for that character (wisdom modifier and proficiency bonus).Ability Scores and Modifiers
Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | 0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
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