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.