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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

AbilityScore Measures …
StrengthPhysical might
DexterityAgility, reflexes, and balance
ConstitutionHealth and stamina
IntelligenceReasoning and memory
WisdomPerceptiveness and mental fortitude
CharismaConfidence, 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

ScoreMeaning
1This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
2–9This represents a weak capability.
10–11This represents the human average.
12–19This represents a strong capability.
20This is the highest an adventurer’s score can go unless a feature says otherwise.
21–29This represents an extraordinary capability.
30This is the highest a score can go.

Ability Modifiers

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.

Exceptions Supersede General Rules

General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise. The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.

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

ScoreModifier
1−5
2–3−4
4–5−3
6–7−2
8–9−1
10–11+0
12–13+1
14–15+2