Skip to content

Ability scores

Ability scores describe Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Your modifier is half of (score − 10), rounded down. A score of 10–11 gives +0; 14–15 gives +2. Most adventurers have a maximum of 20 unless a feature changes it.

Strength

Physical power: lifting, jumping, and many melee attacks.

Dexterity

Agility: initiative, many ranged attacks, and some Armor Class calculations. Finesse weapons can use Dexterity.

Constitution

Endurance: hit points, resisting bodily harm, and Concentration saving throws. When its modifier changes, maximum HP changes for every character level.

Intelligence

Reasoning, memory, investigation, and learned knowledge.

Wisdom

Awareness, intuition, and attunement to the world.

Charisma

Presence, confidence, persuasion, and force of personality.

Source: supplied Player’s Handbook (2024), chapter 1 and Rules Glossary. This is a paraphrased quick reference; specific features can override the general rules.

Imported source

Original internal-site content. The rulebook citations in the original page are retained.

Rules reference · Basic actions · Character sheet · Home