Table of Contents

    Ability Scores

    Rules

    Ability score is a measurement of ones abilities. It is the base information about any character.

    Categories of Ability Scores

    Six abilities provide description of every creature's physical and mental characteristics:

    • Constitution : Measurement of ones endurance.
    • Charisma : Measurement of ones force of personality.
    • Dexterity : Measurement of ones agility.
    • Intelligence : Measurement of ones memory and reasoning.
    • Strength : Measurement of ones physical power
    • Wisdom : Measurement of ones perception and insight.

    Ability Scores and Modifiers

    Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An Ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.

    A score of 10 or 11 is the Normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the Highest that a person usually reaches. Adventurers can have scores as high as 20, and Monsters and divine beings can have scores as high as 30.

    Each Ability also has a Modifier , derived from the score and Ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the Ability modifiers for the range of possible Ability scores , from 1 to 30.

    Ability Modifiers Table

    ScoreModifier
    1-5
    2-3-4
    4-5-3
    6-7-2
    8-9-1
    10-110
    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

    To determine an Ability modifier without consulting the table, use equation: Modifier=floor(Ability score-102)

    Because Ability modifiers affect almost every Attack roll , Ability check , and Saving throw , Ability modifiers come up in play more often than their associated Ability scores .