The Six Abilities
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—the six abilities that measure physical and mental characteristicsSRD Content
All creatures—characters and monsters—have six abilities that measure physical and mental characteristics.
| 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.
| 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 D20 Test with that ability (explained in "D20 Tests"). An ability modifier is derived from its score.
| Score | Modifier | Score | Modifier |
|---|---|---|---|
| 1 | −5 | 16–17 | +3 |
| 2–3 | −4 | 18–19 | +4 |
| 4–5 | −3 | 20–21 | +5 |
| 6–7 | −2 | 22–23 | +6 |
| 8–9 | −1 | 24–25 | +7 |
| 10–11 | +0 | 26–27 | +8 |
| 12–13 | +1 | 28–29 | +9 |
| 14–15 | +2 | 30 | +10 |
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.