Determine Ability Scores
Character features are tied to six different numbers called ability scores. These scores represent your various physical and mental capabilities. The six scores are:
- Strength (STR), representing your physical might
- Dexterity (DEX), representing your agility and reaction time
- Constitution (CON), representing your endurance and physical fortitude
- Intelligence (INT), representing your ability to acquire and apply knowledge
- Wisdom(WIS),representingyourintuitionandmentalfortitude
- Charisma (CHA), representing your self-confidence and your ability to influence others
To determine your starting ability scores, roll four d6s, add up the highest 3 (discarding the low die) to get your total, then write it down. Do this five more times until you have six totals between 3 and 18. Assign those six numbers to the ability scores you choose. Add 2 to one score of your choice that is 16 or below and add 1 to one score of your choice that is 17 or below, and you’re done!
Higher numbers mean better odds for your character with that ability. As you level up, you will have opportunities to increase these scores, but a PC can never have an ability score higher than 20. An average person has 10 in every ability score—so these numbers emphasize how uniquely powerful adventurers are!
Once your scores are assigned, use the following charts to figure out your ability score modifiers. Your ability modifiers are the most important part of your ability scores and will be used almost exclusively to calculate your character abilities (as opposed to your full ability score).
Player Advice: Whenever you see a particular ability score referenced in the rules, assume it means ability score modifier. For example, a feature that reads “. . . roll and add your STR,” means add your Strength ability modifier, not your full Strength ability score.
Ability Modifiers
| Ability 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 | +5 |
Alternate Starting Scores
If you don’t want to use the starting scores listed above, there are a couple of alternative methods you can use to determine your scores.
Point-Buy
You can assign your starting scores with the point-buy method. Here are the rules to use if you choose to do so:
- You start with 32 points to spend on your ability scores.
- The point-cost of each potential score is shown on the Point- Buy Cost table (As an example, a score of 12 costs 4 points).
- 18 is the highest ability score you can start with, and you can’t have a score lower than 8.
Point-Buy Score Cost
| Score | cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
| 16 | 11 |
| 17 | 13 |
| 18 | 16 |
Standard Array
You can assign your starting scores with the standard-array method. Here are the rules to use if you choose to do so:
- Assign one of the following numbers to each ability score: 16,15,13,12,10, and 8.
Player Advice: Remember, each character class includes suggestions of the most useful way to assign your ability scores if you want to maximize the effectiveness of your class features.