The Six Abilities

Playing the Game / Text

The Six Abilities

All creatures-characters and monsters-have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability Descriptions | | 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

Ability Scores
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.
Ability Scores | | 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.

Ability Modifiers
Each ability has a modifier that you apply whenever you make a d20test with that ability. An ability modifier is derived from its score, as shown in the Ability Modifiers table.
Round Down
Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.

Ability 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