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Sorted A-ZMechanics
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:
| Ability | Abbreviation | Governs |
|---|---|---|
| Strength | STR | Physical power, melee attacks, Athletics |
| Dexterity | DEX | Agility, ranged attacks, AC (light/unarmored), Stealth |
| Constitution | CON | Endurance, hit points, concentration |
| Intelligence | INT | Memory, reasoning, Arcana, History |
| Wisdom | WIS | Perception, intuition, willpower |
| Charisma | CHA | Force of personality, persuasion, spellcasting |
Modifier formula: Modifier = floor((score - 10) / 2)
| 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 |
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).