Ability Scores and Modifiers

Chapter 7: Using Ability Scores / Text

Ability Scores and Modifiers

Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers

|

| 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

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.