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Mechanics

Ability Scores and Modifiers

Six ability scores (STR, DEX, CON, INT, WIS, CHA) each generate a modifier from -5 to +5 used on all checks, saves, and attacks.

Every creature has six ability scores that represent natural aptitudes:

AbilityAbbreviationGoverns
StrengthSTRPhysical power, melee attacks, Athletics
DexterityDEXAgility, ranged attacks, AC (light/unarmored), Stealth
ConstitutionCONEndurance, hit points, concentration
IntelligenceINTMemory, reasoning, Arcana, History
WisdomWISPerception, intuition, willpower
CharismaCHAForce of personality, persuasion, spellcasting

Modifier formula: Modifier = floor((score - 10) / 2)

ScoreModifier
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

Ability checks: Roll 1d20 + ability modifier (+ proficiency bonus if proficient). Meet or beat the DC to succeed.

Maximum score: 20 for player characters (some effects can raise it to 22 or higher).

Standard scores by method: Point buy, standard array, or rolled (4d6 drop lowest).