Determine Ability Scores
Much of what your character does in the game depends on their 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 Using Ability Scores. The Ability Score Summary table below 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 below. 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.
BUILDING BRUENOR, STEP 3
Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor’s abilities. Since he’s a fighter, he puts his highest score, 15, in Strength. His next-highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor’s Constitution by 2 and his Strength by 2), Bruenor’s ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (–1), Wisdom 13 (+1), Charisma 12 (+1).
Bob fills in Bruenor’s final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points.
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 Racial Increases: Mountain dwarf (+2) Dragonborn (+2) Half-orc (+2) Human (+1) |
| Dexterity |
| Measures: Physical agility, reflexes, balance, poise Important for: Monk, ranger, rogue Racial Increases: Elf (+2) Halfling (+2) Forest gnome (+1) Human (+1) |
| Constitution |
| Measures: Health, stamina, vital force Important for: Everyone Racial Increases: Dwarf (+2) Stout halfling (+1) Rock gnome (+1) Half-orc (+1) Human (+1) |
| Intelligence |
| Measures: Mental acuity, information recall, analytical skill Important for: Wizard Racial Increases: High elf (+1) Gnome (+2) Tiefling (+1) Human (+1) |
| Wisdom |
| Measures: Awareness, intuition, insight Important for: Cleric, druid Racial Increases: Hill dwarf (+1) Wood elf (+1) Human (+1) |
| Charisma |
| Measures: Confidence, eloquence, leadership Important for: Bard, sorcerer, warlock Racial Increases: Half-elf (+2) Drow (+1) Lightfoot halfling (+1) Dragonborn (+1) Tiefling (+2) Human (+1) |
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 |