Ability scores explained
Every character has six ability scores. They describe what your character is naturally good at, and almost every roll you make adds the modifier from one of them. Understanding them makes the rest of the character sheet much easier to read.
Open the generator to build a character in a minute, or keep reading to understand each step.
The six abilities
- Strength measures physical power: melee weapon attacks, Athletics, lifting and breaking things.
- Dexterity measures agility: ranged and finesse weapon attacks, Armor Class without heavy armor, Initiative, Stealth, and Acrobatics.
- Constitution measures health and stamina: it adds to your Hit Points at every level and helps you keep concentration on spells.
- Intelligence measures reasoning and memory: Arcana, History, Investigation, and Wizard spells.
- Wisdom measures perception and insight: Perception, Insight, Survival, and Cleric, Druid, and Ranger spells.
- Charisma measures force of personality: Persuasion, Deception, Intimidation, and Bard, Paladin, Sorcerer, and Warlock spells.
Scores and modifiers
You rarely use a score directly. Instead you use its modifier, which is the score minus 10, divided by 2, rounded down. A score of 10 or 11 is average and gives +0; each two points above that add +1.
| Score | 1 | 2–3 | 4–5 | 6–7 | 8–9 | 10–11 | 12–13 | 14–15 | 16–17 | 18–19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Modifier | −5 | −4 | −3 | −2 | −1 | +0 | +1 | +2 | +3 | +4 | +5 |
Because modifiers change only on even numbers, a 15 and a 14 both give +2. An odd score isn't wasted, though: the next +1 you gain will raise the modifier.
Three ways to generate scores
Standard array
Use the six numbers 15, 14, 13, 12, 10, and 8. It's quick, fair, and every character in the group starts on equal footing. It's the best choice for a first character.
Point buy
Every score starts at 8 and you have 27 points to spend. Raising a score costs 1 point per step up to 13, and 2 points per step for 14 and 15, so a 15 costs 9 points in total. Point buy lets you choose your own shape, such as three 15s and three 8s, while staying balanced with the rest of the group.
Rolling
Roll four six-sided dice, drop the lowest, and add the other three. Do it six times. Rolling can give you a character with an 18 or one with several low scores. Some groups love the unpredictability; others prefer the fairness of the array.
Where to put your best scores
Put your highest score in your class's main ability, and your second highest in Constitution or in a secondary ability your class uses. The 2024 rules include a suggested arrangement of the standard array for every class:
| Class | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Barbarian | 15 | 13 | 14 | 10 | 12 | 8 |
| Bard | 8 | 14 | 12 | 13 | 10 | 15 |
| Cleric | 14 | 8 | 13 | 10 | 15 | 12 |
| Druid | 8 | 12 | 14 | 13 | 15 | 10 |
| Fighter | 15 | 14 | 13 | 8 | 10 | 12 |
| Monk | 12 | 15 | 13 | 10 | 14 | 8 |
| Paladin | 15 | 10 | 13 | 8 | 12 | 14 |
| Ranger | 12 | 15 | 13 | 8 | 14 | 10 |
| Rogue | 12 | 15 | 13 | 14 | 10 | 8 |
| Sorcerer | 10 | 13 | 14 | 8 | 12 | 15 |
| Warlock | 8 | 14 | 13 | 12 | 10 | 15 |
| Wizard | 8 | 12 | 13 | 15 | 14 | 10 |
Background increases
After assigning scores, your background raises three of them: +2 to one and +1 to another, or +1 to all three. No score can go above 20. If your background lists your class's main ability, putting the +2 there is usually the strongest choice.