Build 5e Hero

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

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.

Score12–34–56–78–910–1112–1314–1516–1718–1920
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:

ClassStrDexConIntWisCha
Barbarian15131410128
Bard81412131015
Cleric14813101512
Druid81214131510
Fighter15141381012
Monk12151310148
Paladin15101381214
Ranger12151381410
Rogue12151314108
Sorcerer10131481215
Warlock81413121015
Wizard81213151410

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.