All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability | Score Measures ... |
---|---|
Strength | Physical might |
Dexterity | Agility, reflexes, and balance |
Constitution | Health and stamina |
Intelligence | Reasoning and memory |
Wisdom | Perceptiveness and mental fortitude |
Charisma | Confidence, poise, and charm |
Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
Score | Meaning |
---|---|
1 | This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |
2–9 | This represents a weak capability. |
10–11 | This represents the human average. |
12–19 | This represents a strong capability. |
20 | This is the highest an adventurer’s score can go unless a feature says otherwise. |
21–29 | This represents an extraordinary capability. |
30 | This is the highest a score can go. |
Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.
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 |
22–23 | +6 |
24–25 | +7 |
26–27 | +8 |
28–29 | +9 |
30 | +10 |